Looking at an old picture with the GPL logo at the bottom though, I think that button shouldn't be there, since it isn't necessary (the only people who care enough about the license can find it in a second) and it doesn't match the glest theme.
Well, I thought it looked alright on the somewhat 'bleak' background of the Glest menu, but I guess I'm making assumptions about the the 3D scene used for the menu... Maybe I'll move it to the intro, or the about screen.
I think it might look pretty good if we just alpha'd out the red.
That's another option, while I agree with Omega that probably no one really cares, I though it was a nice touch, will try a few things out...
I think the most important ones to add at the moment are tab, combo box and check box components. Others are: radio button, list with scroll bars, tooltips, movable windows, (maybe tree view, table, webpage view and menus).
My ComboBox is working now, it uses a ListBox widget when 'expanded', it doesn't have auto scroll-bars yet, but will shortly. Check boxes and radio buttons are just state buttons, I wasn't planning to support Tab pages, but I've added a layering system now, so they would be easy to do. Moveable windows will also be easy with layers. The tree-view is not likely, but a simple 'table' widget will be built for some of the menus, and definitely be used in BattleEnd.
What on earth do you want a web page view for ?!?
Also things like a delegates for events, font manager, cursor manager, layout manager and skinning system. Maybe lua bindings, clipboard and animation support.
I'm using sigslot for Gui generated events, we will need code to enumerate system fonts on Windows/Linux/Mac, but I doubt that is something a Gui Library is going to do for you anyway. The rest I have no plans to add at this time, but certainly skinning and Lua bindings are on the radar.
Probably the biggest issue with my own system is that it's all old school immediate mode OpenGL... But who knows, it may be an opportunity to write some not to complicated Fragment Shader programs, probably a good route to introduce oneself to this whole shader language business...