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For now, i'm using 2 GUIs:

 

1. ImGui (taken from raycast lib, and, to be correct, from Chris Paulson's Game )

pros: its extremely simple, fast and code-driven.

negs: it doesnt support skins, so it cant be end-user UI

add: in combination with _raise/_event system (i tried to find, where i got it, but wasn't scusessed), it makes creation of debug panels extremely simple:

1) its needed to inherit from GameObject: PlayerManager : public GameObject

2) its needed to define 3 virtual functions

virtual void UpdateEvent( float gameLoopTime);
virtual void RenderEvent( float gameLoopTime);		
virtual void RenderGuiEvent( float gameLoopTime);

3) its needed to define RenderGuiEvent, which would be called every frame while drawing gui

void PlayerManager::RenderGuiEvent( float gameLoopTime )
{
imguiBeginScrollArea("Player debug",
	800, 10, 200, 200, &_debugScroll); 

if (_controller)
{
	_playerPos = EntityPosition(_controller);
	sprintf(_debugBuf, "playerX: %f", _playerPos.X );
	imguiValue( _debugBuf );
	sprintf(_debugBuf, "playerY: %f", _playerPos.Y );
	imguiValue( _debugBuf );
	sprintf(_debugBuf, "playerZ: %f", _playerPos.Z );
	imguiValue( _debugBuf );
	imguiSeparator();
}	

imguiEndScrollArea();	
}

and thats all!

 

2. CeGui (i already had realization, but also nice tutorial was found here)

pros: it supports skins and layout editor

cons: its not so simple and flexible, it contains its own realisation of XML-parser, input and a lot of garbage

add: after some additional work (well, you can just close your eyes at the structure of CEGUI and use it as "black box"), you can get nice UI for end-user.

 

What are you thinking about it?

Working on LeaFAQ :)

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