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Dark GDK / GUI-System

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RWdev
13
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Joined: 5th Feb 2011
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Posted: 7th Mar 2011 15:43
Hi,
I am developing a GUI-system (plugin) for Dark GDK.
What does the system:
It handles windows and it's elements.

What are the elements:
-textbox
-richtextbox
-textoutbox
-lables
-buttons
-windowtitles

Now I want to present an exe to you in which I used the GUI-system.
I hope you guys will find all bugs if there are some.

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Cetobasilius
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Location: Mexico
Posted: 7th Mar 2011 17:43
i tested it, seems nice. there are already some guys doing something similar to this, dont remember who though

hi
TechLord
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Location: TheGameDevStore.com
Posted: 8th Mar 2011 06:45 Edited at: 20th Mar 2011 12:30
RWdev, its looking real good. Are you going to make the lib Open-Source?

RWdev
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Posted: 8th Mar 2011 12:21
Thank you for response.

@Cetobasilius:
Interesting, I would like to see another GUI-system.

@TechLord:
I dont know yet, but I let you know if so.
TechLord
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Posted: 8th Mar 2011 12:46 Edited at: 20th Mar 2011 12:31
I've developed several GUIs over the years with my latest creation being part of the S3GE (see link below). They always start small and grow to into magnificent beasts. Good Luck to you.

PaTTE
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Posted: 8th Mar 2011 21:06 Edited at: 8th Mar 2011 21:09
It's a nice start. I like the word wrapping in the textboxes.

Are you using the D3DXFont for displaying the text?
The richtextbox, do you have plans for support for rich text formatting, bold, colored text etc? I'm also currently searching for a clever way of formatting parts of a longer text.

If you want to check out another gui example I have one under develpoment in the wip section.
http://forum.thegamecreators.com/?m=forum_view&t=181667&b=8
RWdev
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Posted: 8th Mar 2011 21:35 Edited at: 8th Mar 2011 21:36
I have never heard of D3DXFont...something useful?

The text formatting will be a problem, because DGDK does not save a font in background if you use the command to set a new one, it overwrites the existing. And it takes a moment to load a new font, this would reduce the FPS immense.

ps: And I hope you guys noticed that it is possible to stretch the windows.
Hawkblood
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Posted: 18th Mar 2011 09:14
Here's mine and it's open source:
http://forum.thegamecreators.com/?m=forum_view&t=178271&b=22
I have made a few updates to it, but noone seems to be using it, so I stopped posting them. I like it and am using it in my current project. Take what you like. I am using all native GDK with it.

The fastest code is the code never written.
RWdev
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Posted: 18th Mar 2011 18:13
looks cool.

My system uses bitmaps for everything, because i want to keep it individual. I will publish the lib in a few days.
TechLord
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Posted: 20th Mar 2011 12:42 Edited at: 20th Mar 2011 12:59
Quote: "My system uses bitmaps for everything, because i want to keep it individual. I will publish the lib in a few days. "
Have you heard of a Texture Atlas? If not, its a group of smaller images stored in one image similar to this. As far as implementation goes, you would have create a special format that holds data for separating the images in the Texture Atlas. This may also require a special Editor too. I've considered using a Orthogonal UV Map which could use readily available tools for UV Mapping. You basically adjust UVs to fit images on a 3D quad of the appropriate dimensions for pixel perfection. Afterward, store the UV coords in common 3D format, load and extract UV data using 3D importers. That's how DX textures 2D surfaces/3D sprites, quads, etc anyways.

RWdev
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Posted: 20th Mar 2011 23:38
I've been thinking about that. I will make an editor which handles all the bitmaps one want to use with the gui-system. But I don't think that this editor will be finished in near future.
Fist I want to add more features to the system.

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