Re: [GD-Windows] Complex GUIs
Brought to you by:
vexxed72
From: Brian H. <ho...@py...> - 2003-12-19 00:13:41
|
> If we wanted to do a complex GUI for a Windows game, on the order > of an MMORPGs (toolbars, menus, windows, buttons, lists, etc.), > would it be best to: > 1. Use Windows native functions but overriding the drawing, etc. Oh, hell no. > 2. Use a third party gui widget toolkit and put in our own > rendering functions to render the widgets. Doubtful that this would be general purpose enough to make you happy. > 3. Just do it how we do on consoles and use a thin, lightweight GUI > built over the immediate mode toolkit. Bingo. > 1. Use Windows native event/messaging to drive the gui. 2. Use > Direct Input and develop you own event messaging to drive the gui. I think either approach works, they both have their pros and cons. There have been games that have used the GDI messages directly (e.g. Quake) with success, but DirectInput has a couple moderate advantages, especially when it comes to support of more exotic input devices, e.g. with force feedback. Brian |