|
How to realize rather heavy user interface functionality
#13215
07/31/03 14:26
07/31/03 14:26
|
Anonymous
OP
Unregistered
|
Anonymous
OP
Unregistered
|
Hi, I'm sure, it must be possible to use GameStudio not only for game programming but also for rather technical 3d visualizations. In my project there is only a little 3D-window but also a lot UI-stuff that I need to provide to the user like file-open-dialogs, choosing via radio-buttons and checkboxes, dialogs for text input, printing out screens, advanced user management... Some of the inputs made via UI will of course have an impact on the 3d view others won't. What would be the best choice to bring both together? Should I re-program UI-functionalities via panels? Are panels that advanced that you can do a whole lot of menus and all the other UI stuff. Or should I build a plugin-DLL for the whole UI-functionality - maybe using MFC? Anyone who knows some games/programs done with GameStudio which I would like to glance at regarding this topic? Thanks for any advice :-) Grit
|
|
|
Re: How to realize rather heavy user interface functionality
#13216
07/31/03 16:49
07/31/03 16:49
|
Joined: Jan 2001
Posts: 370 Bavaria, Germany
TB
Senior Member
|
Senior Member
Joined: Jan 2001
Posts: 370
Bavaria, Germany
|
You won't have to program a plugin for this, Conitec is already working on this! Read the forecast-document: quote:
WINDOWS CONTROL ELEMENTS (priority: low) Allows to create arbitrary Windows applications by providing a C-Script interface for creating windows and applying styles, buttons, and menus.
Unfortunately, the priority is low, so you will have to wait a little bit. But, I suppose it would take more time if you try it by yourself or use a panel-solution.
|
|
|
Re: How to realize rather heavy user interface functionality
#13219
08/04/03 15:18
08/04/03 15:18
|
Anonymous
OP
Unregistered
|
Anonymous
OP
Unregistered
|
Thanks for that reply. I guess, I'll just start to play around with panels a bit, to get a better idea of what I'm talking about ;-) Is your project puplic in any way, so I could take a look?
On the other hand: the idea of finally ending up re-programming a whole library of user interface functionality in the presence of ready to use UI-toolkits which could save me a lot of time (such as MFC) keeps bothering me. So I'm still wondering how easy (or not) it would be to integrate this.
|
|
|
Re: How to realize rather heavy user interface functionality
#13220
08/04/03 18:05
08/04/03 18:05
|
Joined: Dec 2000
Posts: 4,608
mk_1
Expert
|
Expert
Joined: Dec 2000
Posts: 4,608
|
|
|
|
Re: How to realize rather heavy user interface functionality
#13223
08/08/03 16:57
08/08/03 16:57
|
Joined: Nov 2002
Posts: 792 Berne, Switzerland
elsewood
User
|
User
Joined: Nov 2002
Posts: 792
Berne, Switzerland
|
In DirecX9 you can set Dialog Box Mode: quote: IDirect3DDevice9::SetDialogBoxMode Method
--------------------------------------------------------------------------------
This method allows the use of Microsoft® Windows® Graphics Device Interface (GDI) dialog boxes in full-screen mode applications.
Syntax
HRESULT SetDialogBoxMode( BOOL bEnableDialogs );
Look in the DirectX9 SDK documentation. I don't know if that functions under DirectX8 also, but a fear that not...
A bus station is where the bus stops. A train station is where the train stops. On my desk I have a workstation...
|
|
|
|