I'm thinking of game in game user interface.
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Possible dupe http://stackoverflow.com/questions/1561541/xna-and-gui-controls-eg-xaml-and-xna – Jan 20 '11 at 15:54
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@Joe Nope, I’m not referring to using XAML. – Amir Rezaei Jan 20 '11 at 15:55
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Are you saying you don't want XAML at all? It is a valid approach ;) – Jan 20 '11 at 18:02
5 Answers
Check out XNAML:
http://msmvps.com/blogs/valentin/pages/xnaml-component.aspx
[The] engine is designed to run in a pure Xna environement on all supported device. My engine is extensible, you can add your own controls, inherit from base classes (such as Control or Pane) to make your own behavior. The compatibility with Xaml is complete. Create your interface on Blend and make a simple copy/past action to add the Xaml file in your Xna project ! Extract a C# code from a Silverlight project and just add it to your own Xna project !

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From what I can tell that project isn't open to public yet. Or am I just missing the download link? – Mizipzor May 28 '12 at 17:00
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1updated the post to include a link to the codeplex site: http://xnaml.codeplex.com/ – Joel Martinez May 29 '12 at 13:46
I would definitely check out the suggestions the The ZMan has put up on this post. There are lots of UI libraries in his post.

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I think you should look at this list:
I remember Crazy Eddie as a good GUI builder.

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Probably a bare-bones approach (but anything XNA will be) would be the ScreenManager class as used by the Microsoft code samples. A guide to using it can be found in the Game State Management documentation.

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Another possibility is XPF, an XNA-compatible library that seeks to replicate some of WPF's UI architecture. I use it myself - it's simple and elegant. It will be free for non-commercial use, with commercial pricing TBA.
(I haven't been able to load the XNAML website, but I'd guess XPF and XNAML have similar goals.)

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