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DX: Full Screen GUI Development 1

王朝vb·作者佚名  2006-01-08
窄屏简体版  字體: |||超大  

Full Screen GUI Development

Pt 1 ?The Basics

By Jim (Machaira) Perry

In this article we抣l look at developing a GUI for full-screen DirectX games. The code accompanying this article may be used as a base for developing your own GUI class. It will necessarily be simplistic, but may give you an idea of how to go about writing your own GUI code.

This article assumes a working knowledge of DirectX 7 and VB classes.

Download this tutorial (in Word format) and the sample projects in a zip file (336 KB)

When you think of a GUI you think in terms of windows, so the base class will handle most normal window properties and draw the bitmap used to represent the window. A bitmap for a simple window could look like the following.

This window has no Control Box or minimize, maximize, and close buttons. It抯 about as simple as you can get. See the window.bmp file.

Several example of more complex GUI抯 are below:

Figure 1 - Quake III Arena GUI

Figure 2 - Unreal Tournament GUI

Our GUI class won抰 quite be up to the task of handling something like this, but it抣l eventually be pretty useful.

Below is a first try at a base window class (see the WindowSample1 project):

ClsWindow Class

Option Explicit

Private objBitmap As DirectDrawSurface7

Private iX As Integer

Private iY As Integer

Private iWidth As Integer

Private iHeight As Integer

'Center the window against the parent window

'For a base window the parent is the screen

Private bCenterX As Boolean

Private bCenterY As Boolean

'Used for centering purposes

Private iParentWidth As Integer

Private iParentHeight As Integer

Private iParentX As Integer

Private iParentY As Integer

Public Property Let X(ByVal iData As Integer)

iX = iData

End Property

Public Property Get X() As Integer

X = iX

End Property

Public Property Let Y(ByVal iData As Integer)

iY = iData

End Property

Public Property Get Y() As Integer

Y = iY

End Property

'Only Property Get for Width and Height properties

'since they are set by the dimensions of the bitmap

Public Property Get Width() As Integer

Width = iWidth

End Property

Public Property Get Height() As Integer

Height = iHeight

End Property

Public Property Let CenterX(ByVal bData As Boolean)

bCenterX = bData

iX = ((iParentWidth / 2) + iParentX) - (iWidth / 2)

End Property

Public Property Get CenterX() As Boolean

CenterX = bCenterX

End Property

Public Property Let CenterY(ByVal bData As Boolean)

bCenterY = bData

iY = ((iParentHeight / 2) + iParentY) - (iHeight / 2)

End Property

Public Property Get CenterY() As Boolean

CenterY = bCenterY

End Property

Public Property Let ParentWidth(ByVal iData As Integer)

iParentWidth = iData

End Property

Public Property Get ParentWidth() As Integer

ParentWidth = iParentWidth

End Property

Public Property Let ParentHeight(ByVal iData As Integer)

iParentHeight = iData

End Property

Public Property Get ParentHeight() As Integer

ParentHeight = iParentHeight

End Property

Public Property Let ParentX(ByVal iData As Integer)

iParentX = iData

End Property

Public Property Get ParentX() As Integer

ParentX = iParentX

End Property

Public Property Let ParentY(ByVal iData As Integer)

iParentY = iData

End Property

Public Property Get ParentY() As Integer

ParentY = iParentY

End Property

Public Property Let ObjectSurface(ByVal objSurface As DirectDrawSurface7)

Dim ddsd As DDSURFACEDESC2

Set objBitmap = objSurface

objBitmap.GetSurfaceDesc ddsd

iHeight = ddsd.lHeight

iWidth = ddsd.lWidth

End Property

Public Function DrawObject(objSurface As DirectDrawSurface7)

Dim rectObject As RECT

Dim rectBitmap As RECT

On Error GoTo DrawObjectErr

rectBitmap.Left = iX

rectBitmap.Right = iX + iWidth

rectBitmap.Top = iY

rectBitmap.Bottom = iY + iHeight

objSurface.Blt rectBitmap, objBitmap, rectObject, DDBLT_WAIT

Exit Function

DrawObjectErr:

Exit Function

End Function

Take a look at the InitDD function in the modDirectDraw module. The following code creates the window object:

Window.ObjectSurface = objDD.CreateSurfaceFromFile(App.Path & "\window.bmp", ddsdSurf2)

Window.ParentX = 0

Window.ParentY = 0

Window.ParentHeight = 600

Window.ParentWidth = 800

Window.CenterX = True

Window.CenterY = True

This will simply draw a bitmap of a window centered on the screen. It doesn抰 handle input and contains no controls. Although this is a good start it doesn抰 really offer us much. Some other things are necessary. The ability to put controls on the window is one of them. Since controls are only windows themselves with some additional properties, we can use the clsWindow class to represent them with some modifications.

We want the base window to know about the controls it contains. A collection is a simple way to allow this. Add the following to the Declarations section of the clsWindow class (see the WindowSample2 project):

Private colChildren As New Collection

This collection will hold references to the controls that the window that contains them. We need a function to allow us to add controls to the class. The following function will handle that:

Public Sub AddChild(clsChild As clsWindow)

colChildren.Add clsChild

End Sub

Since there are many types of controls we抣l need a way to tell what kind of control we抮e placing on the window. Add the following to the Declarations section as well:

Private iObjectType As eObjectType

Private iObjectState As eObjectState

and add the following to the modMain module:

Public Enum eObjectState

iEnabled

iDisabled

iPressed

iChecked

iUnchecked

iChecked_iDisabled

End Enum

Public Enum eObjectType

Btn

ChkBox

End Enum

These enums will represent the type of control and the state of that control. These enums will grow as new control types and states are added to them. For now a button and a checkbox are enough to demonstrate their usage.

Now we need objects of the new window types. Add the following to the modDirectDraw module:

Public OKButton As New clsWindow

Public Check As New clsWindow

These will represent the new controls. This will require us to update the InitDD function as well. Add the following to the function:

Dim ddsdSurf3 As DDSURFACEDESC2

Dim ddsdSurf4 As DDSURFACEDESC2

OKButton.ObjectSurface = objDD.CreateSurfaceFromFile(App.Path & "\ok.bmp", ddsdSurf3)

OKButton.ObjectType = Btn

OKButton.ObjectState = iEnabled

OKButton.ParentHeight = Window.Height

OKButton.ParentWidth = Window.Width

OKButton.ParentX = Window.X

OKButton.ParentY = Window.Y

OKButton.CenterX = True

OKButton.CenterY = True

Window.AddChild OKButton

Check.ObjectSurface = objDD.CreateSurfaceFromFile(App.Path & "\check.bmp", ddsdSurf4)

Check.ObjectType = ChkBox

Check.ObjectState = iUnchecked

Check.ParentHeight = Window.Height

Check.ParentWidth = Window.Width

Check.ParentX = Window.X

Check.ParentY = Window.Y

Check.X = 200

Check.Y = 200

Window.AddChild Check

Take a look at the ok.bmp and check.bmp files. These are the bitmaps that are used for the controls. Notice that there are several versions of the control in the file. They represent the various states that the control can have. For the button bitmap they are iEnabled, iPressed, and iDisabled. The checkbox has iUnchecked, iChecked, iDisabled, and iChecked_iDisabled. The iEnabled enum could have been used instead of the iUnchecked, but I felt it wouldn抰 have described the state of the control as well. Notice also that we抮e centering the button inside the window, but setting the X and Y coordinates of the checkbox. We抳e also added the text 揙K?to the bitmap for the button, but this could have been left out. This will be done later when we add text support to the class. This will also allow us to add text to the checkbox and the window.

Change the Property Let ObjectSurface to the following:

Dim ddsd As DDSURFACEDESC2

Set objBitmap = objSurface

objBitmap.GetSurfaceDesc ddsd

iWidth = ddsd.lWidth

Select Case iObjectType

Case Btn

iHeight = ddsd.lHeight / 3

Case ChkBox

iHeight = ddsd.lHeight / 4

Case BaseWindow

iHeight = ddsd.lHeight

End Select

This will handle the new types of controls. This could also have been done by adding Property Let statements to the class and setting the Width and Height properties in the InitDD function.

Now we need to handle clicking on the controls. Add the following to the clsWindow class:

Public Sub MouseDown(ByVal Button As Integer, ByVal Shift As Integer, ByVal X As Single, ByVal Y As Single)

Dim iLp As Integer

If X >= iX And X <= iX + iWidth And Y >= iY And Y <= iY + iHeight Then

For iLp = 1 To colChildren.Count

colChildren(iLp).MouseDown Button, Shift, X, Y

Next iLp

If Not (iObjectState = iDisabled) Then

Select Case iObjectType

Case ChkBox

If iObjectState = iChecked Then

iObjectState = iUnchecked

Else

iObjectState = iChecked

End If

Case Btn

iObjectState = iPressed

End Select

End If

End If

End Sub

Public Sub MouseUp(ByVal Button As Integer, ByVal Shift As Integer, ByVal X As Single, ByVal Y As Single)

Dim iLp As Integer

If Not (iObjectState = iDisabled) Then

If iObjectState = iPressed And iObjectType = Btn Then iObjectState = iEnabled

End If

For iLp = 1 To colChildren.Count

colChildren(iLp).MouseUp Button, Shift, X, Y

Next iLp

End Sub

and add the following to the frmMain form抯 code:

Private Sub Form_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)

Window.MouseDown Button, Shift, X, Y

End Sub

Private Sub Form_MouseUp(Button As Integer, Shift As Integer, X As Single, Y As Single)

Window.MouseUp Button, Shift, X, Y

End Sub

Notice that we only have to call the mouse events for the base window. The class handles calling the events for the controls it contains.

So what are we missing? Oh yes, we need to know how to draw the controls. Replace the DrawObject function with the following:

Public Function DrawObject(objSurface As DirectDrawSurface7)

Dim clsWindow As clsWindow

Dim iLp As Integer

Dim ddsd As DDSURFACEDESC2

Dim rectBitmap As RECT

Dim rectObject As RECT

On Error GoTo DrawObjectErr

rectBitmap.Left = iX

rectBitmap.Right = iX + iWidth

rectBitmap.Top = iY

rectBitmap.Bottom = iY + iHeight

Select Case iObjectType

Case Btn

rectObject.Left = 0

rectObject.Right = iWidth

rectObject.Top = 0

rectObject.Bottom = iHeight

Select Case iObjectState

Case iDisabled

rectObject.Top = iHeight * 2

rectObject.Bottom = iHeight * 3

Case iPressed

rectObject.Top = iHeight

rectObject.Bottom = iHeight * 2

End Select

Case ChkBox

rectObject.Left = 0

rectObject.Right = iWidth

rectObject.Top = 0

rectObject.Bottom = iHeight

Select Case iObjectState

Case iDisabled

rectObject.Top = iHeight * 2

rectObject.Bottom = iHeight * 3

Case iChecked

rectObject.Top = iHeight

rectObject.Bottom = iHeight * 2

Case iChecked_iDisabled

rectObject.Top = iHeight * 3

rectObject.Bottom = iHeight * 4

End Select

Case BaseWindow

'Nothing needed here since we use the base rectangle

End Select

objSurface.Blt rectBitmap, objBitmap, rectObject, DDBLT_WAIT

For iLp = 1 To colChildren.Count

colChildren(iLp).DrawObject objSurface

Next iLp

Exit Function

DrawObjectErr:

Exit Function

End Function

What抯 Next?

The first part of this series is an intro into creating a relatively full-fledged GUI for your game. The next article will deal with some more advanced pieces ?more controls and adding additional properties for the controls, including text properties. If there is anything specific you would like to see, please e-mail me or post on the board for the site where you found this article (if applicable).

Feel free to modify this code as you see fit. Hopefully you抣l find a use for it, even though it抯 still in it抯 infant form.

See you next time!

 
 
 
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