Archived

This topic is now archived and is closed to further replies.

funvill

OpenGL OpenGL GUI and Widget

Recommended Posts

funvill    190
Hello I’m kind of new to openGL and I was wondering if anyone had and Experience with a good GUI toolkit that work well with games? What I am looking for: a toolkit that works well in full screen, that has at lest these Widget; * Windows (where I can have more then one window on the screen at once and bring certain windows to the front) * Message Box * Buttons * Edit fields (text entry) But it would also be nice if it had * Menus * Scroll bar * Check boxes * Combo boxes * Radio buttons i have read http://www.gamedev.net/reference/programming/features/gui/ but I rather not reinvent the wheel if its already been done I searched google and found * CPW ( http://www.mathies.com/cpw/ ) nice but no real Widget I’m use to event driver programming in MFC and C# Ideally I would like something where they click on a button and my function would be called with a game state variable. Currently I am using SDL for the window, sound, input and openGL for the GFX Thank you for your time http://www.funvill.com

Share this post


Link to post
Share on other sites
fyhuang    253
I know of some commercial engines that have GUIs, but I know of no libraries...

Torque Game Engine ($100) www.garagegames.com

However, even though reinventing the wheel isn''t necessary, it is nice to learn to do it, because it will really help with interface programming later on...

Share this post


Link to post
Share on other sites
Guest Anonymous Poster   
Guest Anonymous Poster
I have a cool(and by cool I mean totally sweet) one that I have been working on. Uses opengl and C, no C++. If you are interested let me know.

Share this post


Link to post
Share on other sites
funvill    190
Yes i''m interested, Why wouldn''t i
But you logged in Anonymous so you might not get this message :/

Re: fyhuang
i have never used Torque before and i don''t want to have to pay for the lic, espicaly after spending so much time working on the other little bits of the engine i have already done



http://www.funvill.com

Share this post


Link to post
Share on other sites
funvill    190
re: Colossus_1

That project looks great and just what i am looking for BUT
It hasn''t been updated since 29 May 2003
and i can not for the life of me get it to compile on win32 with MSVS6 or MSVS7
i posted a few comments on there forums but i don’t think that i will get a response the forums do not look to be that active...

Looks great I’m going to spend anther day on it, and if i can''t get it working i will have to move on

Thanks for the link

http://www.funvill.com

Share this post


Link to post
Share on other sites
Guest Anonymous Poster   
Guest Anonymous Poster
I''m the same anon guy(Still haven''t recieved email with my account password), my friend just slapped up a website with the stuff we have been working on. Take a look.

<a href="http://homepage.mac.com/tom.schaefer/index.html">http://homepage.mac.com/tom.schaefer/index.html</a>

Share this post


Link to post
Share on other sites
Guest Anonymous Poster   
Guest Anonymous Poster
Well this thing isn''t even what I would call alpah stage yet, but I will probably have some libs and header files I could give you this weekend.

What exactly are you using this for? You would be the first user.

If you helped with testing, and just gave us credit where due for the gui stuff that would be cool.

Share this post


Link to post
Share on other sites
funvill    190
We are planning to use it for the main GUI of our game
* Chat box between users
* Edit box to send commands to the game engine
* List box of users
* Dialog (window stuff)
* In game message box(message box pops up witn Yes or No buttons)
* Main menu
Stuff like that

But currently it would be really helpful for a debug window to change active variables so I don''t have to keep recompiling every time for each change with out having to map dozens of keys to different variables.

yay I’m number one


http://www.funvill.com

Share this post


Link to post
Share on other sites

  • Similar Content

    • By cebugdev
      hi all,

      i am trying to build an OpenGL 2D GUI system, (yeah yeah, i know i should not be re inventing the wheel, but this is for educational and some other purpose only),
      i have built GUI system before using 2D systems such as that of HTML/JS canvas, but in 2D system, i can directly match a mouse coordinates to the actual graphic coordinates with additional computation for screen size/ratio/scale ofcourse.
      now i want to port it to OpenGL, i know that to render a 2D object in OpenGL we specify coordiantes in Clip space or use the orthographic projection, now heres what i need help about.
      1. what is the right way of rendering the GUI? is it thru drawing in clip space or switching to ortho projection?
      2. from screen coordinates (top left is 0,0 nd bottom right is width height), how can i map the mouse coordinates to OpenGL 2D so that mouse events such as button click works? In consideration ofcourse to the current screen/size dimension.
      3. when let say if the screen size/dimension is different, how to handle this? in my previous javascript 2D engine using canvas, i just have my working coordinates and then just perform the bitblk or copying my working canvas to screen canvas and scale the mouse coordinates from there, in OpenGL how to work on a multiple screen sizes (more like an OpenGL ES question).
      lastly, if you guys know any books, resources, links or tutorials that handle or discuss this, i found one with marekknows opengl game engine website but its not free,
      Just let me know. Did not have any luck finding resource in google for writing our own OpenGL GUI framework.
      IF there are no any available online, just let me know, what things do i need to look into for OpenGL and i will study them one by one to make it work.
      thank you, and looking forward to positive replies.
    • By fllwr0491
      I have a few beginner questions about tesselation that I really have no clue.
      The opengl wiki doesn't seem to talk anything about the details.
       
      What is the relationship between TCS layout out and TES layout in?
      How does the tesselator know how control points are organized?
          e.g. If TES input requests triangles, but TCS can output N vertices.
             What happens in this case?
      In this article,
      http://www.informit.com/articles/article.aspx?p=2120983
      the isoline example TCS out=4, but TES in=isoline.
      And gl_TessCoord is only a single one.
      So which ones are the control points?
      How are tesselator building primitives?
    • By Orella
      I've been developing a 2D Engine using SFML + ImGui.
      Here you can see an image
      The editor is rendered using ImGui and the scene window is a sf::RenderTexture where I draw the GameObjects and then is converted to ImGui::Image to render it in the editor.
      Now I need to create a 3D Engine during this year in my Bachelor Degree but using SDL2 + ImGui and I want to recreate what I did with the 2D Engine. 
      I've managed to render the editor like I did in the 2D Engine using this example that comes with ImGui. 
      3D Editor preview
      But I don't know how to create an equivalent of sf::RenderTexture in SDL2, so I can draw the 3D scene there and convert it to ImGui::Image to show it in the editor.
      If you can provide code will be better. And if you want me to provide any specific code tell me.
      Thanks!
    • By Picpenguin
      Hi
      I'm new to learning OpenGL and still learning C. I'm using SDL2, glew, OpenGL 3.3, linmath and stb_image.
      I started following through learnopengl.com and got through it until I had to load models. The problem is, it uses Assimp for loading models. Assimp is C++ and uses things I don't want in my program (boost for example) and C support doesn't seem that good.
      Things like glVertexAttribPointer and shaders are still confusing to me, but I have to start somewhere right?
      I can't seem to find any good loading/rendering tutorials or source code that is simple to use and easy to understand.
      I have tried this for over a week by myself, searching for solutions but so far no luck. With tinyobjloader-c and project that uses it, FantasyGolfSimulator, I was able to actually load the model with plain color (always the same color no matter what I do) on screen and move it around, but cannot figure out how to use textures or use its multiple textures with it.
      I don't ask much: I just want to load models with textures in them, maybe have lights affect them (directional spotlight etc). Also, some models have multiple parts and multiple textures in them, how can I handle those?
      Are there solutions anywhere?
      Thank you for your time. Sorry if this is a bit confusing, English isn't my native language
    • By dpadam450
      FINALLY, upgrading my engine to openGL 4. I was having some trouble so I started with a stripped down application and was wondering if VAO's are required, because I have a sample working, but if I remove the VAO then it doesn't seem to like drawing my triangle.
  • Popular Now