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07.21.2004 at 10:23AM PDT, ID: 21066582
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Creating my own Edit Box Control?

Tags: edit, box
how would i create an Edit Box control (using c++/win32/DirectX9.0) which will allow the user to input their name (where they can see what they're typing).  Is it a simple process? Is there a class that will package this functionality or do i have to capture each key they might press and print it to the screen as they type?

thanks!

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Question Stats
Zone: Programming
Question Asked By: mordekai
Solution Provided By: shirsoft
Participating Experts: 1
Solution Grade: A
Views: 46
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07.22.2004 at 12:28AM PDT, ID: 11609898

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07.22.2004 at 08:14AM PDT, ID: 11613092

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07.22.2004 at 08:35AM PDT, ID: 11613306

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07.22.2004 at 08:36AM PDT, ID: 11613338

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07.22.2004 at 10:52AM PDT, ID: 11614785

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07.22.2004 at 11:17AM PDT, ID: 11615016

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07.22.2004 at 12:28AM PDT, ID: 11609898
Well if u just want to get things done there are 2
1. The universally tested MFC (m$ foundation classes) which ships with VC++. Here u can simply design ur gui layout.i.e which componets should be there and when there is a action event like a mouse click or keypressed, what should happen. Actually all basic types have some predifined acceptable input command like a button can process the left click and right click and then u can simply write a func to do this.

2.However iam not a fan of MFC, for writing simple opengl apps using basic UI and which may be required to be crossplatform, i use GLUI . Use google to search. Extremely easy and provides a basic layout. Trust me u won't get anything simpler than this.
 
07.22.2004 at 08:14AM PDT, ID: 11613092
that's a sweet looking toolkit i'll have to take a look.  For the project i'm doing right now however, i'm using directx9.0.  And I want to have an edit-box that fits in with the theme of the GUI of my game (not a generic grey edit-box that looks like it came from windows).

i've hand created radio-buttons, check boxes and menus with scrollbars.  Edit Boxes have the unique problem of needing to display what the user is typing as they are typing it.   This is what i'm confused on... Do i need to capture the keyboard events A-Z & a-z and tell each key to display its corresponding letter to the screen?  And then capture the 'backspace' key to make corrections to there name?

Thanks!
 
07.22.2004 at 08:35AM PDT, ID: 11613306
At the heart that has to be done. But there might me different ways of doing it. Like making a generic input entity class and deriving all ur input receiving classes from them. A gui manager can be made a special subclass of it as in gui elements have a specific behaviour to the keyboard events as compared to other 3d objects.
But this will only make ur code look more organised, but the keyboard capture stuff can't be avoided
 
07.22.2004 at 08:36AM PDT, ID: 11613338
One more thing, in case ur app is related to gaming have a look ogre engine which is quite a good engine to learn from (as compared to Irrlicht and neoengine)
 
07.22.2004 at 10:52AM PDT, ID: 11614785
alright, ogre engine looks cool, and complicated :P  

What about this (and i'll increase the points since you're being so helpful):

I'm using DirectX9.0 in a win32 app to make a game.  Can i use the simple win32 editbox the same way i would use it in a normal win32 app?

if so, I think i can change the background color of the edit box... is there also a way to change the font, font-properties and bitmaps of the edit box ( so i can tailor it to my game GUI)  ?

Thanks again!
 
07.22.2004 at 11:17AM PDT, ID: 11615016
Thanks for the increase in pts , but iam not here for the points :)
U can completely skin the win32 gui (2d skins only) by using the buttonST class . Just search codeproject  for CButtonST. But it works in mfc
Accepted Solution
 
 
20080236-EE-VQP-29