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Using GEF without draw2d [message #198476] Wed, 12 October 2005 08:31 Go to next message
Eclipse UserFriend
Originally posted by: eric.gly.net

I want to create an RCP app using the opengl plugin. Some requirements
for the app include having a palette of tools, that allow the user to
add geometric primitives to the opengl canvas, as well as perform other
edit operations. I like the GEF framework MVC architecture, and think it
could be usefull. All the examples and tutorials of GEF assume Draw2d,
and use GraphicalViewer, etc. So these are the questions:

1) Can i use GEF, and create my own GEF derived classes from abstract
classes higher in the GEF class hierarchy?

2) How would the event system work with a opengl canvas and GEF?

2) Which classes would I need to implement?

3) Is this worth the effort or should I just use basic SWT/JFaces design?

4) Is there any tutorial on this, or do I need to study the design of
draw2D based classes?

-eric
Re: Using GEF without draw2d [message #198612 is a reply to message #198476] Wed, 12 October 2005 15:37 Go to previous message
Eclipse UserFriend
Originally posted by: none.us.ibm.com

> 1) Can i use GEF, and create my own GEF derived classes from abstract
> classes higher in the GEF class hierarchy?

Sure. We have done this already using the native tree, which has no relation
to Draw2d.

> 2) How would the event system work with a opengl canvas and GEF?

Unfortunately I think everything is typed as SWT mouse and keyboard events.
But this should be what you get from a GL canvas.

> 2) Which classes would I need to implement?

Extend AbstractEditPart I guess. What are the "visuals" going to be??

> 3) Is this worth the effort or should I just use basic SWT/JFaces design?

JFace viewers are read-only by design.

> 4) Is there any tutorial on this, or do I need to study the design of
> draw2D based classes?

You probably need some composable structure such as a scene graph to
represent the 3d visuals.
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