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how to detect mouse?

Hello:
   I want to make a option menu which contain a few button and so on.But i'm in exclusive mode in directx and so I think I canno use window button class and so on.So I think I must bit a bitmap containing button shapes and so on.My question is what is the standard way to detect mouse move onto the certain button(here button is a part of the whole opthon bitmap)?

(or better solution? I wonder how many game make there UI ?)

Need your suggestion .
Thank you very much!
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geeboy
Asked:
geeboy
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1 Solution
 
NickRepinCommented:
Your button image has the certain screen coordinates, say,

RECT btn={50,50,100,80};

Suppose the current mouse coordinates are stored in

POINT mouse;

To detect if mouse is over your button,

if(PtInRect(&btn,mouse)) {
  // Mouse is over the button.
}
else {
   // Mouse is somewhere else.
}

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geeboyAuthor Commented:
Is this way professional ?
I wander what way many games use to make their UI ? Make button ,listbox ,and so on ? All draw in picture or use a window ?

Thank you!!
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nils pipenbrinckCommented:
you can still use the normal gui windows offers...

you just have to make sure, that if your dialog/window is going to paint something you have to tell gdi where to draw to.

This is done using the IDirectDraw4::FlipToGDISurface call.

There are two ways to make gdi work together with directx.

The first one is to call FlipToGDISurface right after you pageflipped  your primary buffer.. I run into some problems here because the window will only draw once... you can workaround that in two different ways: either cache the bitmap of the drawed window in memory or force a window repaint every time you pageflip.

of cause you can also don't pageflip as long as your window is visible.

it's worth the try,

  Nils

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geeboyAuthor Commented:
Nils ,thanks for your great help .
But FlipToGDISurface() will make windows system GDI surface appear.How this useful.Soryy for my foolish,I cannot undertand your way.The key is how to tell window draw to my back surface  other than GDI surface?
Then I think I can flip all backsurface to the primary surface,right ?How that funciton help?

>>The first one is to call >>FlipToGDISurface right after you >>pageflipped  your primary buffer..

what's the FlipToGDISurface useful ?
I dont undertand the logic behind...
So ,I think there is no relationship between surface in directx and GDI surface used by windows system,ie primarysurface!=GDI surface and so on
am I wrong ?


I have 20 pts left but I can earn some later ,then I will give your all ,thanks!!!

Great thanks!
Great thanks for your expertise!
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geeboyAuthor Commented:
sorry,i have 29 pts left.
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geeboyAuthor Commented:
sorry,i have 29 pts left.
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geeboyAuthor Commented:
Originally ,I want to ask this kind question at Game Programming area but I find less people there.Thus I ask here.Nil,do you often come here? Then I will ask there.
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nils pipenbrinckCommented:
hm.. it depends..

I check out experts-exchange at least twice a week, and I usually read c, c++, windows, the games section and sometimes the photoshop corner.

Nils
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geeboyAuthor Commented:
Nils ,thanks for your great help .
But FlipToGDISurface() will make windows system GDI surface appear.How this useful.Soryy for my foolish,I cannot undertand your way.The key is how to tell window draw to my back surface  other than GDI surface?
Then I think I can flip all backsurface to the primary surface,right ?How that funciton help?

>>The first one is to call >>FlipToGDISurface right after you >>pageflipped  your primary buffer..

what's the FlipToGDISurface useful ?
I dont undertand the logic behind...
So ,I think there is no relationship between surface in directx and GDI surface used by windows system,ie primarysurface!=GDI surface and so on
am I wrong ?
????????

Thanks.
0
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