Sign in to follow this  

OpenGL Any good GUI library for directx?

Recommended Posts

becoolnike    102
I had no luck finding an small GUI library for directx, all what I founded were libraries for openGL, which it really sucks because my game is in pure directx9. It seems my only choices are to code one from the scratch or customize the direcx's GUI CUSTOM EXAMPlE. Coding one from the scratch will delay a lot my project probability one month or less. A directx and C++ GUI will be nice. Any recommendations? Thanks in advanced.

Share this post

Link to post
Share on other sites
hunpro    1538
Creating a gui from stratch is not difficult, but will take time to look good.
I am using CEGUI which has a directx9 renderer. A little time is needed to get used to it too.

Share this post

Link to post
Share on other sites
becoolnike    102
Yes, I see it but I don't want to focus on the GUI rather than the actual game.
ILL use cegu, the thing that i don't like about cegui is its many third party libraries.

Ill code my own pure GUI system without all that 3rd party libraries, later.


Share this post

Link to post
Share on other sites
szecs    2990
A game GUI can be made in a few days (even with making the textures yourself).
Learning to use a library can take the same time (and you have to to the same work with the layout/textures).
The hardest thing in a GUI is windowing (when you have more windows), but in most cases a game don't need that. One window with tabs maybe. Or some widgets that invoke windows, but only one at a time. (And making GUI yourself can be real fun) (the GUI in the signature is 3 days of work, including making the texture, doing the layout, and the final touches too)

Share this post

Link to post
Share on other sites
becoolnike    102
Yes, I will take the challenge of making an GUI from the scratch. I do not need many UI controls. I will need only textboxes, buttons, and windows. My graphics engine already handle 2d surfaces, and input, so I guess it wont take much time.

Thanks for the advice.

Share this post

Link to post
Share on other sites
imi    154
two years ago, there was a super-hype about IMGUI at It's basically the idea of applying something like Immediate mode graphic rendering to UI. IMGUI is not a software, but a set of idea. One of the key ideas is also "Its that simple there is no need for a GUI framework. Just write yours on demand."

Other than that, there is DXUT included with DirectX as some kind of tutorial. It contains a basic UI system with standard stuff like buttons, edit boxes and a radio button.

Ciao, Imi.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Partner Spotlight

  • Similar Content

    • By pseudomarvin
      I assumed that if a shader is computationally expensive then the execution is just slower. But running the following GLSL FS instead just crashes
      void main() { float x = 0; float y = 0; int sum = 0; for (float x = 0; x < 10; x += 0.00005) { for (float y = 0; y < 10; y += 0.00005) { sum++; } } fragColor = vec4(1, 1, 1 , 1.0); } with unhandled exception in nvoglv32.dll. Are there any hard limits on the number of steps/time that a shader can take before it is shut down? I was thinking about implementing some time intensive computation in shaders where it would take on the order of seconds to compute a frame, is that possible? Thanks.
    • By Arulbabu Donbosco
      There are studios selling applications which is just copying any 3Dgraphic content and regenerating into another new window. especially for CAVE Virtual reality experience. so that the user opens REvite or CAD or any other 3D applications and opens a model. then when the user selects the rendered window the VR application copies the 3D model information from the OpenGL window. 
      I got the clue that the VR application replaces the windows opengl32.dll file. how this is possible ... how can we copy the 3d content from the current OpenGL window.
      anyone, please help me .. how to go further... to create an application like VR CAVE. 
    • 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,
      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.
  • Popular Now