The result is wxOgreMVC, and I've chose the MIT license for maximum flexibility. Here's the obligatory screenshot:

As suggested by the name, the framework adheres to the Model View Controller (MVC) pattern of GUI software design. View components display the user interface, controller components receive user input and route it appropriately, and Model components store the persistent data. Controllers are switchable depending on what tool is currently selected, nicely handling variant behaviour.
There are several things this framework implements:
1) A multi-window system with embedded Ogre rendering
2) A typical 3D modeller style 4-pane setup with 'cross' splitter control and the ability to maximise a single window
3) Camera controls - FPS and 'focussed' (orbit) mode
4) An event system communicating changes to the model to other subsystems in a loosely coupled manner
5) A single click and rubber-band selection system
6) A generic property system
7) A simple model implementation
When using this framework you will undoubtedly want to expand the model and probably the controller system to meet your applications needs. Note that a bunch of the panels and controls in the GUI example are non-functioning in this version, such as a the transform panel and most of the main toolbar - they're there as placeholders only to show you the kind of thing you might do.
I've only tested this on MSVC++ 2005 and Windows so far. Both the D3D9 and GL rendersystems are usable though. There are a couple of known issues, see the ReadMe for details, but overall it's pretty solid.
I hope this is useful to someone. I'm not actively developing it right now so don't expect any enhancements or anything, I'm just putting it out there as a starting point for anyone who might want to use it - nevertheless there's quite a few weeks of effort in this so it's a pretty solid base.
You can get it from the OgreAddons repository.




