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What 2D GUI Foundation Do You Use?

Zmee writes "I am looking to build a 2D application for personal use and I will need to use a canvas to paint custom objects. I am trying to determine what foundation to use and have not located a good side-by-side comparison of the various flavors. For reference, I need the final application to work in Windows; Linux is preferred, but not required. I have looked at WPF, Qt, OpenGL, Tcl/Tk, Java's AWT, and others. I have little preference as to the language itself, but each of the tutorials appear to require significant time investment. As such, I am looking to see what the community uses and what seems to work for people prior to making that investment."

2 of 331 comments (clear)

  1. More information by Dan+East · · Score: 5, Insightful

    You haven't provided nearly enough information. Are you talking GUI interfaces, or rendering? If rendering, is it raster or vector? If vector, then what primitives do you need? Full SVG? Is this real-time, and if so, how many polygons / pixels do you need to push and at what minimum framerate?

    As a totally shoot-from-the-hip, off-the-wall recommendation, I'd say OpenGL for portability, including support on iPhone / iPad / iPod touch. Note that you'll want to stick to the OpenGL ES subset in that case.

    --
    Better known as 318230.
  2. He's looking for drawing, not a toolkit! by spitzak · · Score: 4, Insightful

    Stop suggesting various toolkits, that is NOT what he is looking for.

    He is looking for a "canvas" widget, meaning he wants drawing API.

    It is unfortunate that most drawing apis are tied to particular toolkits, so he may have to choose one, but if you are comparing them you have to compare the 2D drawing primitives.

    There is also Cairo and OpenGL, which are not really tied to toolkits. Though you still need to jump through hoops depending on the toolkit to get it so the graphics calls draw where you want. Sigh.