Question

DirectX 9 GUI Controls

Asked by: bmiller1222

I know there have been plenty of previous posts on this topic, but still I cannot seem to find what I want to know with Google, or anywhere else.

Basically my problem is this, I have no idea where to start, and end, in the creation of GUI controls for a directx 9 application.

I do realize the directx 9 sdk comes with a sample framework that shows these features and how to create it, but I am quite new to graphical programming and am having a hard time following what is actually happening, there is simply too much code to go through line by line, and with the function calls spread across many different classes within the framework for me to understand completely, and I get lost evertime I go through it and attempt to figure it out.

I am very comfortable programming Windows applications, with many languages such as c/c++, visual basic, the .net versions of these, etc. as well as internet programming, so I can understand the concepts, but programming with directx 9 is quite different. I can do many of things with directx already, such as create my device after querying the capabilities of it, rendering meshes, etc, but for some reason I have no clue on how to go about making the gui components. I have struggled with this aspect for many months, and still cannot find an answer that I can fully understand and learn from.

If anyone has any advice or can point me in the right direction (preferably with an example and brief explanation of how to create even one control, a texbox or button for example in a relatively simple and easy to understand form) I would greatly appreciate it. Once I see one example, I can apply that and figure the rest on my own.

Thanks in advance.

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Asked On
2005-11-28 at 13:25:49ID21645528
Tags

directx

,

gui

Topic

DirectX Graphics & Game Programming

Participating Experts
2
Points
145
Comments
3

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Answers

 

by: davebytesPosted on 2005-11-29 at 09:25:46ID: 15381722

color me confused.

what do you see as the difference between a 'windows application' and a 'dx9 application'?  They are one in the same, UNLESS you are building a full-screen-only application.  Your DX9 viewport can be part of a window, with controls around it -- or use toolbars, palettes, etc.

If you want in-viewport 'buttons', and really don't get the concept, you might want to find a library that already implements the functionality you are looking for. ;)

Otherwise, in-view controls aren't windows controls -- they are constructs of your own creation/imagination.  In my very-old engine, we built up a GUI library that implemented push buttons, radios, checkboxes, scroll lists, etc., all using polygonal components (and/or bitmaps via polys).

Text is potentially the 'hardest', especially as there are simply no limit to solutions.  The DX Font object (I think that's what it's called) can do a lot of the work for you -- it internally builds up necessary textures to render text out to a DX viewport, using sprites (well, under the hood I'd think so -- it was originally built on top of the DX Sprite class).  You can also build your own 'font texture' and render individual characters out in order to create a string on screen.

Buttons can be approached a number of ways.  The easiest is to have a texture for the button that has the disabled, active, activehover, and pressed-in states, and use code that renders using the right 'piece' based upon the internal 'state' you are tracking for the button.  State is managed in context with mouse (or keyboard) input.

As you can tell already, 'rolling your own' takes time.  I believe gamedev.net had a couple of articles on DX9 (or earlier) font rendering, and I'm sure they've got other articles around the general topic of building GUI controls (under D3D or OpenGL...)

-d

 

by: bmiller1222Posted on 2005-11-30 at 08:17:28ID: 15389265

First off, thabks for your time regarding this issue. I think my problem is that I was thinking there is a procedural way for doing this (well, there sort of is to an extent) and I was just looking for an answer I wasn't going to find. The response you gave, once again, wasn't exactly what I was looking for, but it opened up/cleared my mind from thinking too hard about this issue:

Otherwise, in-view controls aren't windows controls -- they are constructs of your own creation/imagination.


So, keeping that in mind I decided to make a button control with minimal functionality as a test, using this concept:
 
Buttons can be approached a number of ways.  The easiest is to have a texture for the button that has the disabled, active, activehover, and pressed-in states, and use code that renders using the right 'piece' based upon the internal 'state' you are tracking for the button.  State is managed in context with mouse (or keyboard) input.


I made a simple enumeration for state, with values of Normal and Pressed. Now if the state was normal it used its predefined normal state color that I had given it, and then if it was pressed it had another color. I used the form events to determine where the mouse was, like if it was over the control, and seeing as how these controls were being rendered in 2D this was a simple task.

So, anyways in short, this base button control test worked, mind you it was ugly at first. Once I had an idea to make the one button control for testing purposes (like how to do it, see if it works, etc.), I drew up some quick logic plans for all the different functionalites and controls that I would need, and created a class from that which looks amazing and has some nice features, such as transparency.

Ya, so anyways thanks again, lol still not 100% sure where I was stuck, but I guess it was just one of those cases where you think too hard (rather than what little individual steps I would need to take to create the controls), and then someone comes along and says something and you wonder why you even had trouble in the first place.

Oh ya, side note for anyone else reading this post, I used some ideas from the tutorials here:
   http://www.c-unit.com/tutorials/mdirectx/
This site had some great tutorials as well, I think it's posted in some other posts already as well, but ya, great tutorials. They as well have a 4 part gui creation tutorial, which was somewhat sketchy and inefficient from my point of view, but for the most part it is a really good basis to learn from.

 

by: SunnyDarkPosted on 2011-03-14 at 15:11:09ID: 35133347

Your best bet would be using some freely available physics library like ODE for example:
http://www.ode.org

Just browse through the manual here to see if it fits your needs: http://www.ode.org/ode-latest-userguide.html

A ready library will highly optimized for performance, usually way better then you could accomplish in a short period of time.

20120131-EE-VQP-002

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