RE: [GD-Windows] Complex GUIs
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From: Simon O'C. <si...@sc...> - 2003-12-19 00:43:44
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> 3. Just do it how we do on consoles and use a thin, > lightweight GUI built over the immediate mode toolkit. I'm with Brian on this one, you don't want to be modifying Windows UI stuff to do game UI stuff - there's a lot of pain if you do. As an aside, even the work and toolset for a lightweight GUI on top of the engine can be simplified by things such as Thatcher Ulrich's GameSWF: http://www.tulrich.com/geekstuff/gameswf.html > The second related part (or maybe this should come first?) > would be the event system that the above is all hooked up > into. Would you: > 1. Use Windows native event/messaging to drive the gui. > 2. Use Direct Input and develop you own event messaging to > drive the gui. Windows messages do take much more account of user preference (mouse button swapping, click rates, acceleration etc) and accessibility stuff for free. All of this can be queried and copied in your own DirectInput based system of course - though it does mean a bit more work. The upshot is (slightly) lower latency, exotic device support and more exclusivity/control. When it comes to mice, things like force feedback are still extremely rare (though trends like that take off surprisingly quickly, and OEM deals for games that support rare features can be very good). > Thanks, > Brett Simon O'Connor Programmer @ Acclaim & Microsoft DirectX MVP --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.552 / Virus Database: 344 - Release Date: 15/12/2003 |