
Hi Aleksey,
Hello,
I'm probably too late and what I'd like to say is too general, but maybe somebody will find the following thoughts useful. There are many GUI frameworks - platform-specific, platform-independent, something in between, but most of them (I'm afraid to say all of them :) have the same problems.
On the one hand they give a user many really good things: windowing, controls, event handling, geometry, drag&drop support, etc... On the other hand they are monolithic - you have to use the *whole* framework, you cannot take and use only one subsystem.
I would like to think that win32gui is close to what you're hoping for. I've put a lot of work in trying to accomplish just that. However, it's not as easy as one might think. I might have failed at some parts. If you're willing to take a look at win32gui, I'd welcome all feedback you or anyone else might have. You also can email me privately (john at torjo dot com).
** general-purpose 2d lightweight geometry and general algorithms ( boost::gui::2d::point, rect, path, ...)
some of it it's there
** painting areas, canvases and painting algorithms
not yet
** events, propagation and handling mechanisms, (event_target, listener, subscribers...)
I would say most of it is there
** windowing (windows, views...)
yup
** layout algorithms (placing visual elements relatively to each other), language to express constrains.
not yet
** widgets, controls, text engine and etc...
yes Best, John -- John Torjo, Contributing editor, C/C++ Users Journal -- "Win32 GUI Generics" -- generics & GUI do mix, after all -- http://www.torjo.com/win32gui/ -- v1.5 - tooltips at your fingertips (work for menus too!) + bitmap buttons (work for MessageBox too!) + tab dialogs, hyper links, lite html