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by aspaceman 1867 days ago
You should look at GUI via ImGUI if this is an opinion you hold.

Immediate mode GUI creation. Very straightforward and just requires an OpenGL context (which can be software of course, so all CPU based if you want). A lot of games use it because it can be easily added as an additional layer to your final image (and is represented as just an image).

1 comments

Sure and ImGUIs are extremely unpleasant to use in power/resource constrained environments.

You should look at GTK+, motif, or TCL/Tk. They're very straightforward and don't turn people's devices into hand warmers.

GTK in resource constrained environment? Uh...

Motif, along with X11 is just completely obsolete platform. (btw, this is what UHH thinks about it: "What Motif does is make Unix slow. Real slow.")

There's some weird GPU hate in this thread that I don't quite understand. Try to render dragging content of 1080p window at 60fps on cheap mobile ARM core, and you will likely blow your whole time budget just on filling the window with solid color...

Like on the PinePhone, using sxmo? Works great.

Ditching the _enormous_ Android stack is an easy win.

That was Brillo's main goal, except when it came to production it got rebooted as Android Things and now is dead.
Is this because they tend to heat up when you use a GL context? And the UI toolkits composite to the screen less often?

I'm not a mobile developer so this is all new to me. Thanks for the info.