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DirectX - How to use Windows scrollbars w/ DX?

Posted on 2004-07-31
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Last Modified: 2013-12-26
Hello All -

I'm working on a "traditional" board game style, map based, strategy game.  Developing w/ VC++ & DirectX.  I have an image representing the game board and want to display it in the client window area of a windowed (not full screen) app.  I can get the image to show up, but can't figure out how to get the image (which is larger than the window size) to scroll in response to scroll bars.  I don't want to have to "compute" the new window view area each time I scroll if I don't have to.  Anyone have tips / tutorials on how to do this?  I've read a lot of the online tutorials that go as far as "and there's your sphere on the screen", but don't really discuss how to integrate the UI functionailty with the DirectX object's appearance/behavior.

Thanks,
 
- Jason
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Question by:jsoloff
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davebytes earned 125 total points
ID: 11726786
I'd start with getting it to respond to say arrow-keys, for panning the board properly, and keeping track of what area is currently visible.  You need to shift the viewport every frame while an arrow key is held, some given amount.

If you can do that, then 'attaching' to the scrollbars is really tracking events from the scrollbars, and mapping them into panning the board to the matching position.  Yes, you do it either every frame while the scrollbar is changing, or when the scroll thumb is released (though live-dragging should be simple at that point).

-d
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