AWT canvas approach for LWJGL3
See original GitHub issueCurrently, we still have LwjglCanvas
for LWJGL2 backend, which gives us freedom to incorporate a LibGDX module anywhere to an AWT/Swing component based application. That’s a really good option for any desktop application/tool that can benefit from java native GUI widget toolkit.
I see that Lwjgl3Graphics
code is significantly different from LwjglGraphics
and doesn’t expect to work with anything but a window directly. So my question is if there are any plans to extend LWJGL3 backend with that sort of behavior, because seems like I’m really stuck with LWJGL2 forever with my desktop non-game related projects and see no easy way to utilize LWJGL3 backend for that case.
Issue Analytics
- State:
- Created 5 years ago
- Comments:5 (5 by maintainers)
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Seems there is progress in LWJGL https://github.com/LWJGLX/lwjgl3-awt
I doubt we’ll remove LWJGL2 until LWJGL3 can support AWT, which may be never. gdx-tools relies on it (as does Spine).
Yep, and nope. I don’t think any changes have been made to it since it was removed from libgdx. It is not for general use though, only for OS X (I had trouble on Linux so didn’t bother making that work, but I think Windows was OK). To do it properly, LWJGL3 would be made to work with AWT on all OSes, then we’d have the best of all worlds.
Again, definitely pester the LWJGL3 guys and see if they will work on supporting AWT. It’s possible since we use GLFW on OS X with AWT in Spine. We’d be happy to assist the LWJGL3 guys if that would help.