Clashes when combining openGL and GUI For the fun of it, I've taken up a task of writing a level editor for a voxel game.

The idea is to have window that contains two main components. First component is openGL viewport placed in lower left or right corner of the window (or anywhere, really). The rest would be occupied with the second component, you guessed it, the GUI. It would consist of the menu bar, status bar and various options to select tools to use. It could also contain dialog boxes to manage metadata contained in the map. The GUI stuff. It would have this general look:



The question here is whether those two would get along. I've been googling for a while and have failed to find any specific info on openGL to GUI interaction and vice versa.

Am I free to just use any GUI library with openGL, limiting the latter to a part of the window, or are there some things I'd have to look out after. I know it's a bit of a general question, but I really didn't manage to find any specific information on this.
General answer is that creating a window as a GUI element with some GUI designer library involves subclassing some basic GUI element (like widget in QtCreator for example) with class providing handling GL context in more or less user friendly way (like QOpenGLWidget in QtCreator which provide some user friendly wrapper or on the other hand basic Win32 API handle) and override methods for handling its framebuffer drawing or resizing, swapping buffers etc. with usual gl extensions provided by some lib you use.

This will work perfectly fine with other GUI elements.

I don't know which GUI lib or IDE with GUI designer or language you prefer but most good libs can handle this. You can even do it in Assembler with WinApi GUI elements.