GUI for DirectX

DeadMG
  • GUI for DirectX DeadMG

    I'm looking for a GUI library built on top of DirectX- preferably 9, but I can also do 11. I've looked at stuff like DXUT, but it's way too much for me- I'm only needing some UI controls which I would rather not write (and debug) myself, and their need to keep a C-compatible API is definitely a big downside. I'd rather look at UI libs that are designed to be integrated into an existing DirectX-based system, rather than forming the basis of a system. Any recommendations?

    Edit:

    I guess that nobody has heard of a DirectX GUI written by someone who has heard of the basics of object-orientation? The purpose of not using DXUT was because using their API was worse than writing my own, and the documentation that starts with namespace::type::GetInstance() is not qualifying as "better than DXUT".

  • In my experience, there's not much available for DirectX, which I think is a great shame. The closest thing I've found is AntTweakBar which (unless you only want the GUI to act as an interface to tweak colours/behaviours/graphics/etc) isn't very fully featured.

    Of course I haven't used it very much, so it may have more features to it but check it out at: http://www.antisphere.com/Wiki/tools:anttweakbar

  • I don't know if this will get you what you're looking for, but here's a MSDN document on WPF and Win32 Interoperation. The section "Hosting WPF Content in a Microsoft Win32 Window" may be of the most interest to you. Also, from the first link: Walkthrough: Hosting WPF in Win32.

    While I've never done this, it may be able to get you the benifits you're looking for without having to do too much wheel re-inventing.

  • MyGUI is very good. It works with DirectX as well as OpenGL and OGRE.

  • Check out GWEN from the maker of Garry's Mod.

  • Delphi/ C++Builder with FireMonkey

    FireMonkey is a cross platform (opengl for mac and directX for windows) gui library which look similar to native controls as possible.

    http://www.embarcadero.com/products/firemonkey;

    http://www.embarcadero.com/products/delphi

  • There is also librocket which allows one to implement the render part by yourself. So you will be able to adapt it to DirectX, wich is already done within one of the examples.

    Furthermore it's XHTML1.0 and CSS2.0 based and allows you to build your ui as you would build a websie, with some constraints tho.

Tags
c++ directx gui
Related questions and answers
  • on it in the same way, then do the same for joints; re-set all the velocities; and if it's a "move" rather than a "copy" delete the original one. I was wondering if someone has already written this code (and if so, was it actually a workable design or not?), or if Box2D has some affordance for doing this within its API which I am missing. ...I'm working on a platformer where I'd like to be able to move or copy bodies between multiple Box2D b2Worlds. The desire has cropped up three times now - moving objects between documents in my editor

  • Choosing an Audio API Aidan Knight

    looking for something more drag and drop rather than something I am going to be basically writing my own front-end for. I am curious though, I remember stumbling across another library or two a few... Possible Duplicate: Cross-Platform Audio API Suggestions I have gone down this road a few times, and always decided to put it off. I am finally to the point I need to choose an Audio... as licensing goes. Here is what I have so far.. FMOD - Quality Middleware, success has gone to their heads and it seems they did away with the indie license recently. Price range seems to go from

  • I've got a Windows API Window. I've managed to make it windowed, and "fullscreen windowed". But I can't seem to make the window just full-screen- for example, even if I specify WS_POPUP, I can still freely move the cursor to my second screen. However, if I launch full-screen games, they don't permit it, and exist only exclusively or minimized. How can I make a window that behaves this way? Edit.... Or is this set in the D3DPRESENT_PARAMETERS, rather than just communicated?

  • I'm developing some algorithms in Lua which are run mostly in Lua (few calls to C++) and I'm noticing a huge slowdown when I'm running them from my app rather than the default Lua interpreter. The script returns in about 11 seconds with the interpreter, and about 5+ minutes with my program. I don't think it is a problem with calling the C++ function, overruling that function with an empty function in the script has no noticeable effect for time. Both Lua and the program are compiled with Visual Studio 2010 (I created a new solution for Lua, with projects for both the interpreter and static

  • I'm using Irrlicht(C++) for a 3D engine, and it has a built in GUI system. The GUI events are something like this: switch(eventtype) case button_pressed:     stuff case editbox_edited:     stuff So far I have begun writing a system that allows me to create the GUIs with Lua scripts. It was very easy to make it so it creates the GUI controls from Lua... the security issues with the code (it is a very early version). So my question is this: What are some good ways of defining the control events from a script interpreter in C++?

  • the console, but cannot run the actual game. Here is what I did: Downloaded the source code from the game repo Downloaded and installed the DirectX SDK Purchased, downloaded and installed Doom 3 from... ------ Initializing File System ------ Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common\doom 3\base\game00.pk4 with checksum 0x29cdb978 Loaded pk4 C:\Program Files (x86)\Steam\steamapps\common...\steamapps\common\doom 3\base\game01.pk4 (2 files) C:\Program Files (x86)\Steam\steamapps\common\doom 3\base\game00.pk4 (2 files) game DLL: 0x0 in pak: 0x0 Addon pk4s: file system initialized

  • . state_->handleEvent(event, this); } That means that I don't really ever need more than one instance of a particular entity state; doing something like entity.setState(new StandState... changed, then it (the representation) starts having an internal state. I would much rather have it stateless so that I require only one instance of every representation (just as before). Edit...This is the first time I'm trying to make a 2D game, so I'm having quite a few difficulties in getting things right. Right now I'm trying to figure out exactly how the entity state machine should

  • would have the most insight. So just an introduction to myself and the problem. Basically Im in my final year of my degree and rather than do a thesis we do a final year project that has to be crisp... for. By this I mean I've always heard that graphics programming is hard. So for someone with basic c++ skills and an OK level of discrete mathematics, is it feasible to complete this project spec... in the world. I'm OK at C++ but its one language I would really like to explore and make my primary language. (assuming there are jobs for grads in this area) This project will most likely define the career

  • = xyCoords.y; m_font->DrawTextA(NULL, stateStream.str().c_str(), -1, &rct, DT_LEFT|DT_NOCLIP , D3DXCOLOR(1,0,0,1)); This all works perfectly. Where am I going wrong with the first bit of code...() will return a vector3 that has a 0 z component and x and y values from about 2 to roughly 33. Now how on earth can me with a calculator be better than the computer? what am I missing? 0.0f / 720.0f) * 2.0f...I would have thought that if the object is on-screen that this function should return screen coordinates. When used in conjunction with the directX draw text function, it works fine. Textual overlays