hm…
I use box-nodes with different colors. I thought this would be the most “hardware-friendly” way (and I like simple looks).
All the dynamic (cloned) buttons have a coloured box as background. its about 15 buttons containing a background box-node, a box-node with a sprite and 2 text-nodes with 2 different fonts (sizes).
The content of the “ingameGUI” which will be activated after clicking on a unit or structure which takes about these 70 are in the last screenshot. The button left top is a template. it will be cloned depending on a table content which is actually 8 entries.
there is also a nearly same GUI (for structures)- dont have these small buttons in the middle - rest the same. also 7 dynamic buttons.
These 2 GUIs activated (happens if you click on unit OR structure) takes all the performance.
I could give you screens, source or access if you like.
I’ve saw this kind of solving and handling in some examples and thought it would be a good way.
Maybe I should handle it all in one GUI (unit and structure).
I have a couple of GUIs actually.