* System.Windows.Forms System.Windows.Forms is currently being implemented using the Win32 API, we will be using WineLib on Unix systems to emulate the Win32 API. Although the original plans were to use Gtk on X and Cocoa on MacOS X, it would be very hard to emulate the event model in which some Winforms applications depend, and it would be very hard to implement the Wndproc method. In terms of integrating visually with the desktop, we are hoping to contribute to the Wine project an mechanism to make it use the Gtk+ themes on X11 and Cocoa on MacOS to render the widgets, and get the native look and feel on each of these platforms. There are no current plans to support embedded devices, but Gtk/FrameBuffer is an option. If you have suggestions or recommendations, please let us let us know * Contributing The Winforms effort is being coordinated by Dennis Hayes. If you are interested in helping out with this effort, get in touch with him. * System.Drawing Using existing libraries to implement some of the functionality required: We want to use gdk-pixbuf as the image loader for the image classes, and then we need operations to render that into the windowing system (Gtk+, MacOS, etc). But notice how there is very little dependnecies in Gdk-pixbuf on gtk, and libart has none. They are pretty independent from a windowing system (gdk-pixbuf comes with some "helper" routines for rendering data into a pixmap and to load pixmaps into RGB buffers). A few things to keep in mind: * Directory Layout System.Drawing (assembly directory) System.Drawing.Blah Common code for "Blah" Stubs for "Blah" to ease ports. Gtk System.Drawing.Blah. Gtk ports of "System.Drawing.Blah" MacOS System.Drawing.Blah MacOS ports of "System.Drawing.Blah" WineLIB System.Drawing.Blah Win32 ports of "System.Drawing.Blah" Notice that there is a proof of concept Gtk-backend for Windows.Forms, but nobody is working on it, and for the reasons stated before it is not a long term strategy. * Open questions: I believe that the graphics contexts that are used to render can accept either libart-like rendering operations and X11-like rendering operations. This complicates matters, but I am not sure. Someone needs to investigate this.