[linux-audio-dev] Re: Project: modular synth editor

Dave Griffiths dave at pawfal.org
Sat Jan 17 11:13:42 UTC 2004


On Sat, 17 Jan 2004 10:52:18 +0000, Steve Harris wrote
> On Fri, Jan 16, 2004 at 10:49:48 +0100, Marcus Andersson wrote:
> > Hi,
> > 
> > IMHO, think less about GTK and more about designing a language that can 
> > be used to describe the GUI of a modular synthesizer. Why not for 
> > example use XML or LISP or some other notation not being C. Then use 
> > C+GTK to implement the new language.
> > 
> > Features to consider for the language:
> > * A widget set particularly designed for synthesizers.
> > * A way to construct modules from widgets.
> > * Cable and port types/coloring.
> > * Canvas grid that modules snap to.
> > * How user events are sent to the backend.
> > * How backend events update the GUI.
> > * Reusability of widget declarations.
> 
> Yes, yes, yes. Personally I would be very temped to do the rendering 
> with OpenGL, you have to do a bit more work yourself, but if you 
> start with something like GTK you will do a lot of overrinding and 
> defining your own behaviours anyway.
> 
> A system like this for describing plugin GUIs using XML, PNGs and OpenGL
> (but extensible in C + OpenGL) is on my list of future projects, but
> wether it will ever get to the top is another matter. The general 
> lack of interest in linux UIs, and lack of skilled graphic designers 
> with time to spare is a bit of a problem.

I don't know it, and it's not opengl, but would something based on XUL work?
They've probably done most of the hard work already.

> One potential problem with OpenGL is that people without working hardware
> acceleration will find it sluggish, I havent experimented to find 
> out how bad it will be. For hardware accelerated systems the 
> reduction in CPU load and memory bandwidth is impressive, and 
> significant for DSP heavy systems. It has other fringe benfits too,
>  like cheap but nice looking UI zooming and thumbnailing and 
> platform independence.

I'm currently working on an opengl user interface for a game I'm writing. Once
you get a scenegraph set up (so child widgets inherit parent transforms etc)
it's not too hard to get something working.

Large applications like houdini use opengl based interfaces to great effect:
http://www.linuxjournal.com/modules/NS-lj-issues/issue66/3522f3.gif

dave

................................. www.pawfal.org/nebogeo




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