I got a nudge from a friend that all the so called 'professionally made' games use the Windows GUI, with different images. Such as a Textox-Different font, Different background,borders etc.
My question is, In my game, how can i get a full screen window, and being able to use the Win32 gui?
Thanks,
Origin.
Full screen and the Windows GUI?
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..::Origin::..
- Enthusiast

- Posts: 125
- Joined: Sat Jun 17, 2006 3:15 pm
hello, look at this squeleton :
Code: Select all
; DirectX Inits
If Not InitScreen() Or Not InitSprite() Or Not InitKeyboard()
MessageRequester("Error", "DirectX Failure !")
End
EndIf
; Examining User Desktops
nDesktop.l = ExamineDesktops()
If Not nDesktop
MessageRequester("Error", "Desktop Failure !")
End
EndIf
For i = 0 To nDesktop - 1
Debug DesktopName(i)
Debug DesktopWidth(i)
Debug DesktopHeight(i)
Debug DesktopDepth(i)
Debug DesktopFrequency(i)
Next
; Create a GUI window
#DESKTOP = 0
#WINDOW = 0
#SPRITE = 0
#EXIT = 0
#ABOUT = 1
If OpenWindow(#WINDOW, 0, 0, DesktopWidth(#DESKTOP), DesktopHeight(#DESKTOP), "MyGame", #PB_Window_BorderLess)
; Create a GagdetList
If CreateGadgetList(WindowID(#WINDOW))
Frame3DGadget(#PB_Any, 5, 5, WindowWidth(#WINDOW)-10, 50, "Game Menu")
ButtonGadget(#EXIT, 15, 22, 50, 25, "Exit")
ButtonGadget(#ABOUT, 80, 22, 50, 25, "About")
EndIf
; Create a windowed screen (DirectX)
If OpenWindowedScreen(WindowID(#WINDOW), 0, 60, WindowWidth(#WINDOW), WindowHeight(#WINDOW)-60, 0, 0, 0)
; Create a simple sprite
If CreateSprite(#SPRITE, 64, 64) And StartDrawing(SpriteOutput(#SPRITE))
Box(0, 0, 64, 64, #Red)
StopDrawing()
EndIf
Repeat ; Process Game Loop
Repeat ; Process Window Events
Select WindowEvent()
Case #PB_Event_Gadget
Select EventGadget()
Case #EXIT: Exit = #True
Case #ABOUT: MessageRequester("About", "MyGame", #MB_ICONINFORMATION)
EndSelect
Case #PB_Event_CloseWindow
Exit = #True
Case #Null
Break
EndSelect
ForEver
FlipBuffers()
ClearScreen(#Blue)
If ExamineKeyboard()
If KeyboardPushed(#PB_Key_All)
Exit = #True
EndIf
EndIf
DisplaySprite(#SPRITE, WindowMouseX(#WINDOW), WindowMouseY(#WINDOW)-60)
Delay(1)
Until Exit = #True
EndIf
EndIf
End
No programming language is perfect. There is not even a single best language.
There are only languages well suited or perhaps poorly suited for particular purposes. Herbert Mayer
There are only languages well suited or perhaps poorly suited for particular purposes. Herbert Mayer
-
..::Origin::..
- Enthusiast

- Posts: 125
- Joined: Sat Jun 17, 2006 3:15 pm
- netmaestro
- PureBasic Bullfrog

- Posts: 8452
- Joined: Wed Jul 06, 2005 5:42 am
- Location: Fort Nelson, BC, Canada
There was a library included in the PBOSL for PB 3.94 called "ScreenGadgets" which enabled windows GUI controls to be used in fullscreen games but so far it doesn't seem to have made the transition to the PBOSL version 4.0 libs. Can't say if it will in the future or not, possibly you could find out who authored it and contact him.
BERESHEIT
Also, DirectX9 has a GUI class. It has been only accessable for VC++ users, but if only PB could tap into such a nice sdk..::Origin::.. wrote:Well, i guess its as close as i'll get, thanks.
There is a beginnings of the DX9 sdk for PB found @ http://www.purebasic.fr/english/viewtopic.php?t=22667 ... but I did not see the DX9 GUI sample converted yet
Re: Full screen and the Windows GUI?
Actually, usually not...::Origin::.. wrote:I got a nudge from a friend that all the so called 'professionally made' games use the Windows GUI, with different images. Such as a Textox-Different font, Different background,borders etc.
My question is, In my game, how can i get a full screen window, and being able to use the Win32 gui?
Thanks,
Origin.

