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!