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The Last Boundary User Interface

UI System Overview

I’m now about 60% done on the UI system code. I’m also only about 80% complete with the design though (I was tired of design and needed to code).

I have to admit that designing everything first was something I haven’t done before and it helped immensely. I don’t know why I never did it before but I will definitely be doing this for future systems in the game.

UISystem
UISystem
Categories
The Last Boundary User Interface

UI Work Starts To Payoff

Finally, the effort going into the UI elements is starting to pay off. Behold!

ui_window

Categories
The Last Boundary User Interface

Still working on a UI

I’m not surprised, but I am a little dismayed, about the amount of effort that goes into even the simplest UI. I’m using a sort of event queue to process input and hope to detach the input handling from the main loop soon.

The actual elements themselves are easy enough to program but the designing part of it is a little tricky. I’ve been playing and studying a few UI intensive games the last few weeks to see what works and what doesn’t. ┬áIf I’m honest, ive been wasting time.

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Graphics The Last Boundary User Interface

Animations

Rotating planet and some bad lighting
Rotating planet and some bad lighting
GUI coming along
GUI coming along
Categories
Graphics The Last Boundary User Interface

UI + Glow

The UI is coming along nicely (I need to work out how to do animated gifs to show stuff off). It’s widget based with a good input handling system, I just need to work on using several textured quads so that the windows can be styled nicely.

UI with transparency
UI with transparency

I’ve also done a bit of work with post-processing effect shaders to produce a glow on the more luminous areas. Here’s a couple of screenshots showing the sun from the perspective of an Earth and the result of the reflection of sunlight over the desert (it’s not quite right over the ocean yet, so still need to work on that).

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The Last Boundary User Interface

Displaying Text + UI

I’ve spent quite some time investigating the various Text/Font libraries for both SDL and OpenGL. I first looked at SDL_ttf which seemed like the most obvious choice. Unfortunately I could either not get it to compile, or when I did it just threw errors when I tried to use it. I also took a look at a whole slew of OpenGL based ones, however out of the 4 or so I found, only one appeared to be compatible with OpenGL 3.3+; but it lacked some features I wanted to use. In the end I decided to roll my own using FreeType2. I didn’t want two additional dependencies, so this way I only need one. And everyone uses FreeType2, you’d be insane not to. Here’s some pretty straight-forward results.