Original Post
If I wanted to approach creating a movable game menu, inside my game, would I merely create a textured quad with whatever "custom" images as the content? As an example, think of a rounded square, with transparent edges. I've written a similar post before about a "Pause Menu", which was static. Now, I as I do realize there will be several textures involved, is there a simple way to stretch certain images without doing a scale via the D3DXTransform? does the integrity of the image stay pretty decent? or does it pixelate the image? or would it be preferable to just do a "for" loop and repeat the draw calls to the requested window size? Last question, how would I go about being able to drag the window around if the window per-se, was just a textured quad? Handle a WM_ call for mouse keypress in the window's range, and just do a translate based on location of the mouse? Thanks.