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JavaCoolDude

OpenGL OpenGL GUI anyone? Updated on 11/17/05

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Updated on 11/17/05 Calling the destructor on the main GUI frame now frees up all the allocated resources. Link up Updated on 10/16/05 Ok I figured I'll clean up this message a bit and simply post the essentials: This GUI package now uses sdt::strings and tinyxml for parsing as per popular request. Here's the list of the main features of this package: Widgets: Buttons, vertical and horizontal sliders, combo boxes, text fields, panels, radio buttons, labels, check boxes and separators. Texture class recognizing DDS, PNG, JPG and TGA files as well as a TextureManager to prevent loading a resource twice. Linux and Win32 compatible now. Timer and benchmark utilities. Fewer files than previous versions. etc... You can grab the zip package containing both linux make file and Dot net project file right here I would like to thank everyone who contributed to this project (woah so many :P) you guys deserve two enthusiastics thumbs up. Ok snapshots: Linux port. Windows XP. Setup sample.
<Panel visible     = "true"
       name        = "Main Frame">

  <Texture  type        = "TEXTURE_2D"
            path        = "GUIElements.PNG" 
            mode        = "MODULATE"
            mipmap      = "true">

    <Wrap   s           = "REPEAT"
            t           = "REPEAT" />

    <Filter mag         = "LINEAR" 
            min         = "LINEAR_MIPMAP_LINEAR" />
  </Texture>
  
  <Font path = "ArialSmall.tga" />
  <Panel description = "ColorSliders.xml" />

  <Panel name           = "Parent"
         layout         = "CEN_YAXIS"
         drawBounds     = "true"
         drawBackground = "true">

    <BordersColor     x    = "216" y = "169" z =   "0" />
    <BGColor          x    = "255" y = "255" z = "1.0" w = "1.0"/>
    <Texture          type = "TEXTURE_2D" path = "opengl.jpg" />
    <TextureRectangle x    = "0.0" y = "0.0" z = "1.0" w = "1.0" />

    <TabbedPanel callbackString = "tabs">   
       <TabButtonsBordersColor  x = "50" g = "50" b = "50" />
       <TabButtonsColor         x = "255" g = "180" b = "40" />
       <BordersColor            x = "216" y = "169" z =  "0" />
       <BGColor                 x =  "50" y =  "50" z = "50" />
 
       <Panel description = "Sliders.xml"   />
       <Panel description = "Buttons.xml"   />
       <Panel description = "Editable.xml"  />
       <Panel description = "Checkable.xml" />
       <Panel description = "Others.xml"    />
    </TabbedPanel>

  </Panel>

  <Panel name        = "EParent"
         anchorPoint = "CORNERRD">
 
     <BordersColor x = "216" y = "169" z =  "0" />
     <BGColor      x =  "50" y =  "50" z = "50" />
     <Position     x = "-10" y = "-10"/>
     
    <Button callbackString = "exit">
      <EdgeOffsets x = "0.0" y = "0.0" />
      <Text    string  = "EXIT" />
    </Button>

  </Panel>
  
  <Panel name           = "DStats"
         layout         = "YAXIS"
         drawBounds     = "true"
         anchorPoint    = "CORNERLU"
         drawBackground = "true"> 

    <BGColor      x =  "50" y =  "50" z = "50" />
    <BordersColor x = "216" y = "169" z =  "0" />

    <Position    x = "10" y = "10"/>
    <Interval    y = "2" />

    <Label name = "Title">    
      <Text string = "FPS Monitor" fontIndex ="1">
         <Color r = "255" g = "180" b = "40" />
       </Text>
    </Label>
    <Separator ratio = "1.0" />
    <Label name = "fpsCounter"><Text string = "Current FPS:" /></Label>
    
  </Panel>
     
  <TexCoordsDesc xStart = "201" yStart = "2" xEnd = "233" yEnd = "34" type = "SLIDER"/>
  <TexCoordsDesc xStart = "167" yStart = "2" xEnd = "199" yEnd = "34" type = "CHECK_BOX"/>
  <TexCoordsDesc xStart = "131" yStart = "1" xEnd = "165" yEnd = "35" type = "CHECK_BOX_MARK"/>
  <TexCoordsDesc xStart =   "1" yStart = "1" xEnd =  "65" yEnd = "66" type = "RADIO_BUTTON"/>
  <TexCoordsDesc xStart =  "66" yStart = "2" xEnd = "130" yEnd = "66" type = "CHECK_RB_MARK"/>
</Panel>




[Edited by - JavaCoolDude on November 17, 2005 2:51:39 PM]

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good stuff mate, i would to see some code and and use it in my project ...i am getting 1800fps on my machine...
specs:
64athlon 3.2
1gb RAM
9800 pro

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I'm in the middle of some relocation right now, gimmie few days and I'll upload the new stuff to my server :)
Thanks for the feedback brother, I find it bizarre however that you got more FPS than I do even though my GF6800 is a helluva faster than your Radeon, must be my 1.9 Athlon holding me back, seriously[sad]

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I'm very interested too! i especially would like to have a look at your source code as an inspiration on how to build a simple Opengl-GUI. why not supply the code you already have? or please email me your code: post at andre-krause.net

are there any other known opengl-gui's suitable for games out there?

i got around 80 fps with a nvidia gforce 4 ti 4200.

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I still have to implement TextAreas and drop down menues, that's what's holding me back [pig]
I have an older unoptimized version on my site which is tightly tied to the 0.5 built of my SXML engine, you can give it a try, you need to look into the GUIUtils folder.
A single day is what I'm asking for to release the new code and much improved code, you'll like the new stuff even more. :)
PS: I thought about reproducing some of World of Warcraft GUI layouts but I totally lack the textures and arts [sad] X 2

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me personally i ain't in no hurry ...whenever it's done it's done ....do i keep checking your website for updates or will you post in here? ...if u want any testing just email me at tim_at_sterlingmicros_dot_com_dot_au

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Looking pretty fly there.

Since my precious Radeon 9800 broke down I am running a oldschool Geforce2 MX with 32Mbyte of RAM, and figured it is nice to give some feedback of how well the GUI would run on legacy(if it isn't legacy, it should be :P) hardware.

Getting 250-260fps when the size is the standard of starting the application, maximizing it gives ~100fps (1280x1024). This is a 1.8Ghz Athlon (2500+ with AMD way of rating)

Usefull standard widgets as you are saying yourself missing is a textfield and dropdown lisbox, aswell as a normal multiselective listbox. I assume the sliders can be placed vertical aswell? A minor widget that could be usefull would be a image/icon area, wich then would basicly be a un-clickable button as you have it now.

I am a firm beliver in making things crossplatform and would love to see this as a _easy to use_ platform independant library (well atleast something more than windows only). Since I know you don't mind sharing code/solutions I know making it open source in some way would not be alien too you, and I dig that.

Don't be afriad to ask for help :-)

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Just my $.02f.
Skinnable will be a plus.
Scrollable text box.(good for debug console)
And you might wanna consider some high level gui(like open dialog).(Hmm, that might be a bad idea, cuz' it's somewhat too platform specific)

And for the perf stat:
fps:1784(beginning) 890(resize to 1024*768)
Athlon64 3200+
GF6600GT AGP8

Since the fps is not linear, Change fps(frame per second) to spf(second per frame?) may be better.

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Yup C++ all the way :)
Ok here's my to-do list, please notify me if I'm missing anything:
TextArea
SelectionBox
Vertical Sliders
Drop down menues

The skinnable surface is already there and here's a list of its features:

Vertex and Pixel Shader/Program support.
Alpha/Blending attribues.
Up to 8 textures.
Materials.

I will provide an example later with some fancy pixel shading :D

Now this GUI should be really easy to use, to handle the user events, one is ought to provide the GUIFrame with an actionPeformed function to where it will direct all the events, an example:


void SceneFrame::actionPerformed(GUIEvent evt)
{
if(!evt.getEventSource())
return;

const String &callbackString = evt.getCallbackString();

if(evt.getEventSource()->getWidgetType() == CHECK_BOX)
{
GUICheckBox *checkBox = (GUICheckBox*)evt.getEventSource();
if(callbackString == "showVelocities")
{
if(velocitiesSurface) velocitiesSurface->setVisible(checkBox->isChecked());
return;
}

if(callbackString == "showLocations")
{
if(locationsSurface) locationsSurface->setVisible(checkBox->isChecked());
return;
}

if(callbackString == "showNormals")
{
if(normalsSurface) normalsSurface->setVisible(checkBox->isChecked());
return;
}

if(callbackString == "displayInfo")
if(checkBox->isClicked() && demoInfo)
demoInfo->setVisible(checkBox->isChecked());

}

if(evt.getEventSource()->getWidgetType() == RADIO_BUTTON)
{
GUIRadioButton *radioButton = (GUIRadioButton*)evt.getEventSource();
}

if(evt.getEventSource()->getWidgetType() == SLIDER)
{
GUISlider *slider = (GUISlider*)evt.getEventSource();

if(callbackString == "swimSize")
{
swimmerSize = clamp(int(slider->getProgress() * 10.0f), 1, 8);
slider->setLabelString(String("Swimmer Size: ") + swimmerSize);
return;
}

if(callbackString == "swimRadius")
{
swimmerRadius = clamp(slider->getProgress(), 0.1f, 1.0f);
swimmerRadius *= 10.0f;
slider->setLabelString(String("Swimmer Radius: ") + int(swimmerRadius));
swimmerRadius *= 8.0f;
return;
}

if(callbackString == "swimSpeed")
{
swimmerSpeed = clamp(slider->getProgress(), 0.1f, 1.0f);
slider->setLabelString(String("Swimmer Speed: ") + int(swimmerSpeed*10));
swimmerSpeed = 1.0f - swimmerSpeed;
swimmerSpeed = 0.0125f + swimmerSpeed*0.0125f;
return;
}

if(callbackString == "swimHeight")
{
swimmerHeight = clamp(slider->getProgress(), 0.1f, 1.0f);
slider->setLabelString(String("Swimmer Height: ") + swimmerHeight);
return;
}

if(callbackString == "dampFactor")
{
dampFactor = slider->getProgress();
dampFactor = dampFactor/10.0f + 0.85f;
slider->setLabelString(String("Damp Factor: ") + dampFactor);
return;
}
}
}



Aight, off to work on the new stuff

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Looking nice.

Quote:
Original post by JavaCoolDude
would you guys like to see my GUI widgets in a crossplatform library instantly functional with any existent C++ OpenGL code out there?


Of course. Might I suggest releasing it under the MIT license? Here's a link to the lua page describing the license (as well as the license itself). However, if you want something more restrictive (the GPL is an alternative, but be aware of the viral implications of releasing code under the GPL), do whatever you want.

Quote:
What kinda frame rate are you guys getting?

Sorry, I don't currently have access to windows.

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Yes, i would be interested in it. But something i really would like is if you would consider writing an article on how to make a complete GUI system. There are really no tutorials/articles on it on the net. Not any thak i can find anyhow.

Keep up the good work.

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Really nice looking gui. Great work. I'm getting between 40 and 60 fps on my gf4go 420.

One notice though, IMO the fades for the check- and radiobuttons are too slow. Perhaps I've just had too many cups of coffee today, tho ;)

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Quote:
Original post by Allmight
Yes, i would be interested in it. But something i really would like is if you would consider writing an article on how to make a complete GUI system. There are really no tutorials/articles on it on the net. Not any thak i can find anyhow.


The book Data Structures for Game Programmers by Ron Penton has a useful GUI class for use with SDL (though the concepts would work outside of SDL). I have mixed feelings about the rest of the book, as most of the book teaches you how to do things that you should be using the c++ standard library for.

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Quote:
Original post by kusma
Really nice looking gui. Great work. I'm getting between 40 and 60 fps on my gf4go 420.

One notice though, IMO the fades for the check- and radiobuttons are too slow. Perhaps I've just had too many cups of coffee today, tho ;)


Damn it, changing the fading time was supposed to be as simple as adding an (alphaFadeTime = "whatever here") in the setup file...turns out that it's broken.
No worries though, tonight you shall have it fully operational :)

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Looks like a nice project JavaCoolDude, I like the graphics :)

Quote:
Original post by herc
are there any other known opengl-gui's suitable for games out there?


Yep, CEGUI is a nice one that has renderers for DirectX, OpenGL, Ogre, and probably a bunch more by now. It's LGPL too.

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The Graphics are totally custom, you can specify your own by drawing your widgets into a texture and then providing the bounding rectangle in the XML file, check this out:

<TexCoordsDesc xStart = "201" yStart = "2" xEnd = "233" yEnd = "34" type = "SLIDER"/>
<TexCoordsDesc xStart = "167" yStart = "2" xEnd = "199" yEnd = "34" type = "CHECK_BOX"/>
<TexCoordsDesc xStart = "131" yStart = "1" xEnd = "165" yEnd = "35" type = "CHECK_BOX_MARK"/>
<TexCoordsDesc xStart = "1" yStart = "1" xEnd = "65" yEnd = "66" type = "RADIO_BUTTON"/>
<TexCoordsDesc xStart = "66" yStart = "2" xEnd = "130" yEnd = "66" type = "CHECK_RB_MARK"/>

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CPU: Celeron 633mhz
Memory: 256MB SDRAM
GFX: Integrated Graphics (very old)

Windowed: 3 FPS, so it ran a bit slow, but it was still fully functionaly!
Fullscreen: Failed

Great work! It is very impresive on this very old computer I am working on right now.

Quote:
What widgets am I missing in the above demo?


Just some ideas:

Scroll Box
RichEdit Box
Text Labels
Tabbed Displays
ListBox
And probabally a few others, but I'm too lazy to load up C# Windows.Forms to get more ideas [wink]

Great work! All of those great demos [grin]

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