I’ve been fiddling with a ‘content-creation-tool’, doing it from scratch. I’ve solved the user-interface in the same graphics as the ‘content’ (opengl, glew, glfw) , but it’s taking way too much attention away from the case of the matter. So, I’ve hooked code::blocks up with wxWidgets and look forward to find a solution this way.
I should probably have scrutinized the problem-set before I start popping questions, but, in my previous code I’ve already felt the limitations of how restrained I am on segregating the code. Some specific opengl-code cannot be delegated into libraries on their own.
The short question is, how do I fuse opengl & wxWidgets into one visual presentation? It would seem rational to put the opengl into it’s own panel. Is it doable?
An alternative solution could be to generate the opengl in it’s own context/window and somehow bind it to an ‘independant’ gui in another window.
A second slimmer alternative would be to call widget-popUps within the opengl-context.
Shall I expect to learn something about ‘threading’ to make it work? … I figure that both contexts want a main-thread?