Index: gui/button.cpp
===================================================================
--- gui/button.cpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
+++ gui/button.cpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
@@ -0,0 +1,119 @@
+#include "button.hpp"
+
+#include <SDL2/SDL_ttf.h>
+#include <SDL2/SDL2_gfxPrimitives.h>
+
+#include "../vulkan-game.hpp"
+
+// TODO: Figure out a good way to return errors instead of just printing them
+// Probably throw an exception
+// Make sure to cleanup anythign that was initialized correctly before the error
+// TODO: Support better positioning options (e.g. align to left, right, top, bottom, center,
+// and offsets from those positions)
+Button::Button(string label, int x, int y, int padding, uint32_t color, uint32_t textColor,
+      VulkanGame& gameInfo, SDL_Renderer& renderer,
+      void (*onMouseClick)(VulkanGame& gameInfo),
+      void (*onMouseEnter)(UIElement& element),
+      void (*onMouseLeave)(UIElement& element)) :
+      UIElement(x, y, 0, 0, renderer, onMouseClick, onMouseEnter, onMouseLeave),
+      color(color),
+      focused(false),
+      gameInfo(gameInfo) {
+
+   SDL_Color sdlTextColor {
+      static_cast<Uint8>((textColor >> 24) & 0xFF),
+      static_cast<Uint8>((textColor >> 16) & 0xFF),
+      static_cast<Uint8>((textColor >> 8) & 0xFF),
+      static_cast<Uint8>(textColor & 0xFF)
+   };
+
+   SDL_Surface* labelSurface = TTF_RenderText_Blended(this->gameInfo.proggyFont, label.c_str(),
+      sdlTextColor);
+   if (labelSurface == nullptr) {
+      cout << "Unable to render text surface! SDL_ttf Error: " << TTF_GetError() << endl;
+   }
+
+   this->labelTexture = SDL_CreateTextureFromSurface(&this->renderer, labelSurface);
+   if (this->labelTexture == nullptr) {
+      cout << "Unable to create texture from rendered text! SDL Error: " << SDL_GetError() << endl;
+      // SDL_FreeSurface(labelSurface);
+   }
+
+   SDL_FreeSurface(labelSurface);
+
+   TTF_SizeText(this->gameInfo.proggyFont, label.c_str(), &this->labelWidth, &this->labelHeight);
+
+   this->width = this->labelWidth + padding;
+   this->height = this->labelHeight + padding;
+
+   uint32_t rgb = color & 0xFFFFFF00;
+   uint32_t a = color & 0xFF;
+
+   this->focusColor = (int)(rgb * 1.6) | a;
+}
+
+Button::~Button() {
+   if (this->labelTexture != nullptr) {
+      SDL_DestroyTexture(this->labelTexture);
+      this->labelTexture = nullptr;
+   }
+}
+
+void Button::init() {
+   this->focused = false;
+}
+
+void Button::render(int x, int y) {
+   uint32_t cur_color = this->focused ? this->focusColor : this->color;
+
+   uint8_t colorR = (cur_color >> 24) & 0xFF;
+   uint8_t colorG = (cur_color >> 16) & 0xFF;
+   uint8_t colorB = (cur_color >> 8) & 0xFF;
+   uint8_t colorA = cur_color & 0xFF;
+
+   boxRGBA(&this->renderer, this->x + x, this->y + y, this->x + this->width, this->y + this->height,
+      colorR, colorG, colorB, colorA);
+
+   SDL_Rect rect = {
+         this->x + (this->width - this->labelWidth) / 2 + x,
+         this->y + (this->height - this->labelHeight) / 2 + y,
+         this->labelWidth,
+         this->labelHeight
+   };
+
+   SDL_RenderCopy(&this->renderer, this->labelTexture, nullptr, &rect);
+}
+
+void Button::handleEvent(UIEvent& e) {
+   switch(e.type) {
+      case UI_EVENT_MOUSEMOTION:
+         if (this->x < e.mouse.x && e.mouse.x < this->x + this->width &&
+               this->y < e.mouse.y && e.mouse.y < this->y + this->height) {
+            if (!this->focused) {
+               this->focused = true;
+               if (this->onMouseEnter != nullptr) {
+                  this->onMouseEnter(*this);
+               }
+            }
+         } else if (this->focused) {
+            this->focused = false;
+            if (this->onMouseLeave != nullptr) {
+               this->onMouseLeave(*this);
+            }
+         }
+         break;
+      case UI_EVENT_MOUSEBUTTONDOWN:
+         break;
+      case UI_EVENT_MOUSEBUTTONUP:
+         if (this->x < e.mouse.x && e.mouse.x < this->x + this->width &&
+               this->y < e.mouse.y && e.mouse.y < this->y + this->height) {
+            if (this->onMouseClick != nullptr) {
+               this->onMouseClick(this->gameInfo);
+            }
+         }
+         break;
+      default:
+         //cout << "Unhandled UI event: " << e.type << endl;
+         break;
+   }
+}
Index: gui/button.hpp
===================================================================
--- gui/button.hpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
+++ gui/button.hpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
@@ -0,0 +1,33 @@
+#ifndef _BUTTON_HPP
+#define _BUTTON_HPP
+
+#include <string>
+
+#include <SDL2/SDL.h>
+
+#include "../game-gui.hpp"
+
+#include "ui-element.hpp"
+
+class Button : public UIElement {
+public:
+   Button(string label, int x, int y, int padding, uint32_t color, uint32_t textColor,
+      VulkanGame& gameInfo, SDL_Renderer& renderer,
+      void (*onMouseClick)(VulkanGame& gameInfo),
+      void (*onMouseEnter)(UIElement& element),
+      void (*onMouseLeave)(UIElement& element));
+   ~Button() override;
+
+   void init() override;
+   void render(int x, int y) override;
+   void handleEvent(UIEvent& e) override;
+
+private:
+   int labelWidth, labelHeight;
+   uint32_t color, focusColor;
+   bool focused;
+   SDL_Texture* labelTexture = nullptr;
+   VulkanGame& gameInfo;
+};
+
+#endif // _BUTTON_HPP
Index: gui/main-screen.cpp
===================================================================
--- gui/main-screen.cpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
+++ gui/main-screen.cpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
@@ -0,0 +1,33 @@
+#include "main-screen.hpp"
+
+#include "../vulkan-game.hpp"
+
+#include "button.hpp"
+
+MainScreen::MainScreen(SDL_Renderer& renderer, VulkanGame& gameInfo) :
+      Screen(renderer, gameInfo) {
+   addUIElement(new Button("New Game", 368, 131, 9, 0x222299FF, 0xFFFFFFFF, this->gameInfo,
+      this->renderer, newGame_onMouseClick, nullptr, nullptr));
+   addUIElement(new Button("Quit", 382, 186, 9, 0x222299FF, 0xFFFFFFFF, this->gameInfo,
+      this->renderer, quit_onMouseClick, nullptr, nullptr));
+}
+
+MainScreen::~MainScreen() {
+}
+
+void MainScreen::createRenderCommands(VkCommandBuffer& commandBuffer, uint32_t currentImage) {
+   // Always render this pipeline last
+   gameInfo.overlayPipeline.createRenderCommands(commandBuffer, currentImage);
+}
+
+void MainScreen::handleEvent(UIEvent& e) {
+   Screen::handleEvent(e);
+}
+
+void newGame_onMouseClick(VulkanGame& gameInfo) {
+   gameInfo.goToScreen(gameInfo.screens[SCREEN_GAME]);
+}
+
+void quit_onMouseClick(VulkanGame& gameInfo) {
+   gameInfo.quitGame();
+}
Index: gui/main-screen.hpp
===================================================================
--- gui/main-screen.hpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
+++ gui/main-screen.hpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
@@ -0,0 +1,21 @@
+#ifndef _MAIN_SCREEN_H
+#define _MAIN_SCREEN_H
+
+#include <map>
+
+#include "screen.hpp"
+
+class MainScreen : public Screen {
+   public:
+      MainScreen(SDL_Renderer& renderer, VulkanGame& gameInfo);
+      ~MainScreen() override;
+
+      void createRenderCommands(VkCommandBuffer& commandBuffer, uint32_t currentImage) override;
+
+      void handleEvent(UIEvent& e) override;
+};
+
+void newGame_onMouseClick(VulkanGame& gameInfo);
+void quit_onMouseClick(VulkanGame& gameInfo);
+
+#endif // _MAIN_SSCREEN_H
Index: gui/screen.cpp
===================================================================
--- gui/screen.cpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
+++ gui/screen.cpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
@@ -0,0 +1,39 @@
+#include "screen.hpp"
+
+#include "../vulkan-game.hpp"
+
+Screen::Screen(SDL_Renderer& renderer, VulkanGame& gameInfo) :
+      renderer(renderer),
+      gameInfo(gameInfo) {
+}
+
+Screen::~Screen() {
+   for (UIElement*& uiElement : this->uiElements) {
+      delete uiElement;
+   }
+}
+
+void Screen::init() {
+   for (UIElement*& uiElement : this->uiElements) {
+      uiElement->init();
+   }
+}
+
+void Screen::renderUI() {
+   SDL_SetRenderDrawColor(&this->renderer, 0x00, 0x00, 0x00, 0x00);
+   SDL_RenderClear(&this->renderer);
+
+   for (UIElement*& uiElement : this->uiElements) {
+      uiElement->render(0, 0);
+   }
+}
+
+void Screen::handleEvent(UIEvent& e) {
+   for (UIElement*& uiElement : this->uiElements) {
+      uiElement->handleEvent(e);
+   }
+}
+
+void Screen::addUIElement(UIElement* element) {
+   this->uiElements.push_back(element);
+}
Index: gui/screen.hpp
===================================================================
--- gui/screen.hpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
+++ gui/screen.hpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
@@ -0,0 +1,51 @@
+#ifndef _SCREEN_H
+#define _SCREEN_H
+
+#include <vector>
+
+#include <vulkan/vulkan.h>
+
+#include <SDL2/SDL.h>
+
+#include "../consts.hpp"
+//#include "../game-gui.hpp"
+
+#include "ui-element.hpp"
+
+using namespace std;
+
+class VulkanGame;
+
+template<class Type>
+struct ValueReference {
+   
+};
+
+// TODO: Add a function to create an SDL_Color from a uint32_t
+
+// TODO: Maybe make this a subclass of UIElement
+class Screen {
+public:
+   Screen(SDL_Renderer& renderer, VulkanGame& gameInfo);
+   virtual ~Screen();
+
+   virtual void createRenderCommands(VkCommandBuffer& commandBuffer, uint32_t currentImage) = 0;
+   virtual void init();
+   
+   virtual void renderUI();
+   virtual void handleEvent(UIEvent& e);
+   void addUIElement(UIElement* element);
+
+protected:
+   SDL_Renderer& renderer;
+   VulkanGame& gameInfo;
+
+private:
+   vector<UIElement*> uiElements;
+};
+
+// TODO: Maybe move these somewhere else
+void button_onMouseEnter(UIElement& element);
+void button_onMouseLeave(UIElement& element);
+
+#endif // _SCREEN_H
Index: gui/ui-element.cpp
===================================================================
--- gui/ui-element.cpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
+++ gui/ui-element.cpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
@@ -0,0 +1,24 @@
+#include "ui-element.hpp"
+
+UIElement::UIElement(int x, int y, int width, int height, SDL_Renderer& renderer,
+      void (*onMouseClick)(VulkanGame& gameInfo),
+      void (*onMouseEnter)(UIElement& element),
+      void (*onMouseLeave)(UIElement& element)) :
+      x(x),
+      y(y),
+      width(width),
+      height(height),
+      renderer(renderer),
+      onMouseClick(onMouseClick),
+      onMouseEnter(onMouseEnter),
+      onMouseLeave(onMouseLeave) {
+}
+
+UIElement::~UIElement() {
+}
+
+void UIElement::init() {
+}
+
+void UIElement::handleEvent(UIEvent& e) {
+}
Index: gui/ui-element.hpp
===================================================================
--- gui/ui-element.hpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
+++ gui/ui-element.hpp	(revision e1f88a9873d22257993a07f9c790d1739e9961db)
@@ -0,0 +1,31 @@
+#ifndef _UI_ELEMENT_HPP
+#define _UI_ELEMENT_HPP
+
+#include <SDL2/SDL.h>
+
+#include "../game-gui.hpp"
+
+class VulkanGame;
+
+class UIElement {
+public:
+   UIElement(int x, int y, int width, int height, SDL_Renderer& renderer,
+      void (*onMouseClick)(VulkanGame& gameInfo),
+      void (*onMouseEnter)(UIElement& element),
+      void (*onMouseLeave)(UIElement& element));
+   virtual ~UIElement();
+
+   virtual void init();
+   virtual void render(int x, int y) = 0;
+   virtual void handleEvent(UIEvent& e);
+
+protected:
+   int x, y;
+   int width, height;
+   SDL_Renderer& renderer;
+   void (*onMouseClick)(VulkanGame& gameInfo);
+   void (*onMouseEnter)(UIElement& element);
+   void (*onMouseLeave)(UIElement& element);
+};
+
+#endif // _UI_ELEMENT_HPP
