<div dir="ltr"><div class="gmail_extra"><div class="gmail_quote">On Thu, Dec 11, 2014 at 4:13 PM, Graeme Geldenhuys <span dir="ltr"><<a href="mailto:mailinglists@geldenhuys.co.uk" target="_blank">mailinglists@geldenhuys.co.uk</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class="">
</span>Why would it be widgetset specific? Isn't LCL cross-platform any more?<br>
If you implement a new GUI component using LCL, surely it should work on<br>
all platforms? That is how fpGUI Toolkit works, and the developer never<br>
needs to worry about that.<br></blockquote><div>I presume there's a difference between LCL and fpGUI.<br></div><div>LCL is based on system native controls in the first place, actually a widgetset. fpGUI is custom-drawn.<br></div><div><br>Thus the base set of LCL controls, should be limited to a small set of system native controls. <br>fpGUI or MSE doesn't have this limitation.<br></div><div><br></div><div>Adding a really cross-platform control (that's not based on a native control, but only LCL level APIs) is always questionable, since it increases the size of the library. And it might be better to make it a 3d party component.<br><br></div><div>Even components that are based on native controls are not part of LCL. I.e. OpenGLContext - is a separate package or Printers4Lazarus.<br></div><div></div><div></div><div><br></div><div>thanks,<br>Dmitry <br></div></div></div></div>