raycaster/gui
2025-07-06 12:05:28 -04:00
..
boss_fight_ui.cpp Simple Loot UI started. 2025-05-14 00:51:53 -04:00
boss_fight_ui.hpp Simple Loot UI started. 2025-05-14 00:51:53 -04:00
combat_ui.cpp Fixed a few places. Closes #11 2025-06-28 23:30:41 -04:00
combat_ui.hpp Fixed a few places. Closes #11 2025-06-28 23:30:41 -04:00
debug_ui.cpp Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31 2025-06-26 23:22:22 -04:00
debug_ui.hpp Clean up the debug UI so that it's not using the jank debug component I didn't use anyway. 2025-06-01 11:10:25 -04:00
dnd_loot.cpp Just had to grab the sprite, duh. Closes #3. 2025-07-06 11:36:30 -04:00
dnd_loot.hpp Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56. 2025-07-03 22:26:06 -04:00
event_router.cpp Sometimes we click too fast in the router to just handle it in IDLE. 2025-06-08 22:06:12 -04:00
event_router.hpp Tried to use Ragel to create state machines but its lacking an incremental mode and doesn't do any logging of state activity so debugging is harder. Put it in scratchpad for reference though. 2025-06-14 12:34:27 -04:00
fsm.cpp Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1. 2025-07-06 12:05:28 -04:00
fsm.hpp Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34. 2025-07-01 14:26:39 -04:00
fsm_events.hpp Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG. 2025-06-24 11:33:37 -04:00
guecstra.cpp Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe. 2025-06-22 12:50:09 -04:00
guecstra.hpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 2025-06-12 13:06:36 -04:00
loot_ui.cpp Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56. 2025-07-03 22:26:06 -04:00
loot_ui.hpp Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56. 2025-07-03 22:26:06 -04:00
main_ui.cpp Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1. 2025-07-06 12:05:28 -04:00
main_ui.hpp Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9. 2025-07-05 11:18:26 -04:00
map_view.cpp Just use get_if here instead. 2025-07-01 14:26:01 -04:00
map_view.hpp Refactored out the tilemap since it was mostly doing nothing useful. 2025-05-25 11:39:43 -04:00
mini_map.cpp Move the map_view and mini_map into gui as well. 2025-05-16 00:07:24 -04:00
mini_map.hpp Refactored out the tilemap since it was mostly doing nothing useful. 2025-05-25 11:39:43 -04:00
overlay_ui.cpp Simply re-init the overlay on new level. Closes #14. 2025-06-28 22:39:46 -04:00
overlay_ui.hpp Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square. 2025-06-12 13:06:36 -04:00
ritual_ui.cpp Forgot to update the level in the RitualUI so nothing actually worked. Closes #41. 2025-06-28 23:17:36 -04:00
ritual_ui.hpp Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47. 2025-06-30 10:15:22 -04:00
status_ui.cpp Make the player's inventory just a regular entity attached to the player.entity. 2025-07-02 23:55:06 -04:00
status_ui.hpp Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model. 2025-07-02 23:24:06 -04:00