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    copied!<p>Some UI frameworks render everything themselves, and work based on some kind of clipping-window-within-the-host-systems-screen. Non-display aspects (such as input event handling) have to be translated to/from the host systems underlying APIs.</p> <p>Some UI frameworks translate as much as possible to some underlying framework.</p> <p>wxWidgets can do both. You can choose a native version (e.g. wxMSW if you're on Windows) and most wxWidgets controls will be implemented using native Windows controls. Equally, you can choose the wxUniversal version, where all controls are implemented by the wxWidgets library itself.</p> <p>The trouble is that typical GUI frameworks are huge. If you want a more manageable example to imitate, you might look at FLTK. I haven't got around to studying it myself, but it has a reputation for being consise.</p> <p>There are also some GUI toolkits that are specifically aimed at games programming, such as Crazy Eddies GUI. My guess - these are probably as idependent of the underlying API as possible, so that particular applications can implement the mapping to whichever underlying API they happen to target (OpenGL, DirectX, SDL, whatever) and can be the boss of the GUI rather than visa versa.</p> <ul> <li><a href="http://www.wxwidgets.org/" rel="nofollow">http://www.wxwidgets.org/</a></li> <li><a href="http://www.fltk.org/" rel="nofollow">http://www.fltk.org/</a></li> <li><a href="http://www.cegui.org.uk/wiki/index.php/Main_Page" rel="nofollow">http://www.cegui.org.uk/wiki/index.php/Main_Page</a></li> </ul>
 

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