I have a few games with UI as overlays on screen. How are the rest of you doing you UI (controls, buttons, textboxes, etc) for your LWJGL games? Example, I have a game screen and want to give the user selection options as a drop down or radio buttons to change views. I want to provide a list of icons they can select and click a button to add to game screen or drag and drop to game screen.
I usually just use rectangle hit boxes for things and then fire an event depend on what was clicked, but you can also use something like FenGUI.
I use the rectangle-hitbox thing as well, no events or anything, all direct.
Cas
I have a small gui library I reuse - guis are tricky because the more functionality you add then generally the ease of use tends to rapidly drop off. Fortunately for most games you can get by with just static text, images and buttons (maybe checkboxes or radio buttons, which are simple to add on top of your basic button) so I have something that does the basics but makes it really easy to knock up a gui menu with a minumum of fuss.
If you need something more fully featured then maybe try Thingle.
Rectangles/Hitbox + Images has worked well for me too. There are other options:
I’ve used Feng, it’s good. Haven’t had the pleasure of using Nifty yet but I hear good things.
I know there are several places where Swing has been rendered into OpenGL also, for instance:
http://jmonkeyengine.com/doc/com/jmex/awt/swingui/JMEDesktop.html
Kev