Zed A. Shaw
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c7607533ce
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A bit of a quick test for the GUI system, but not sure how to make this do more.
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2024-12-02 17:02:59 -05:00 |
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Zed A. Shaw
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48df9248b2
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Testing is almost complete, but now I'm in the area where it's a lot of interaction and probably need mocks or a way to inject keys to the gui.
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2024-12-02 10:57:02 -05:00 |
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Zed A. Shaw
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2576b16869
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Test coverage back and save system should work again but have to confirm it in-game.
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2024-12-02 09:58:54 -05:00 |
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Zed A. Shaw
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6b4ebf7629
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More complete readme but need a screenshot.
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2024-12-02 08:37:52 -05:00 |
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Zed A. Shaw
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bdfd61c8e7
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GUI had old code when I was toying with doing lighting with a png.
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2024-12-02 08:15:27 -05:00 |
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Zed A. Shaw
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c11384df59
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Forgot the little matrix wrapper.
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2024-12-02 08:11:47 -05:00 |
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Zed A. Shaw
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aadf15e439
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Created an initial README.
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2024-12-02 07:17:46 -05:00 |
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Zed A. Shaw
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68d8bdce12
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Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
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2024-12-02 06:32:00 -05:00 |
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Zed A. Shaw
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3f7a9cc124
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Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient.
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2024-12-01 17:54:43 -05:00 |
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Zed A. Shaw
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e05335b153
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Initial stab at pulling the pathing out.
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2024-12-01 09:49:48 -05:00 |
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Zed A. Shaw
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d515c33afc
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Make the lighting and the enemy pathing separate things, but now I think this needs to come out of map entirely.
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2024-12-01 08:33:15 -05:00 |
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Zed A. Shaw
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10c152a1c2
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A bit of cleanup and refinement before refactoring.
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2024-12-01 08:08:06 -05:00 |
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Zed A. Shaw
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e86d474c7c
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Now have more test for the base functionality but need to push render tests and find a way to test the GUI. I've also brought in sol2 for lua integration but not sure what to do with it.
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2024-11-30 10:43:25 -05:00 |
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Zed A. Shaw
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d0d62836e3
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Now have good coverage on map but need to actually confirm results in the test.
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2024-11-29 11:24:23 -05:00 |
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Zed A. Shaw
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97255eb813
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First coverage reports. Tests don't get near enough coverage but running the program does.
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2024-11-29 09:41:02 -05:00 |
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Zed A. Shaw
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988edf13d7
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Map is now working well and all light is good but it's causing saturation fatigue because of the low levels and low saturation. I'll have to work on contrast and probably jut up the wall contrast.
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2024-11-28 04:27:14 -05:00 |
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Zed A. Shaw
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1fab1d2d6d
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Map now brings back wall light.
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2024-11-28 03:13:48 -05:00 |
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Zed A. Shaw
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435ad8f237
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Enemy pathing is back.
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2024-11-28 02:45:29 -05:00 |
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Zed A. Shaw
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54fa1a23ce
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Refactor the light calculations to be part of map instead of spread out all over. Still need to bring back lighting on walls and also pathing for enemies is currently busted.
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2024-11-28 02:41:01 -05:00 |
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Zed A. Shaw
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0e8a2e520a
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Light works with multiple sources and strengths, walls are faked out but I think I may keep that to make it easier to play.
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2024-11-27 04:02:57 -05:00 |
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Zed A. Shaw
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6174df5ec7
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Lighting now works, now to get multiple lights.
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2024-11-26 05:03:49 -05:00 |
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Zed A. Shaw
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4ceacecfda
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Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet.
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2024-11-26 02:22:15 -05:00 |
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Zed A. Shaw
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62f986719d
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Quick hack to test finding a better light. If you find the gold you get a better light.
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2024-11-25 02:38:24 -05:00 |
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Zed A. Shaw
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a9217e8423
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Now have a basic prototype lighting system.
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2024-11-25 02:32:16 -05:00 |
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Zed A. Shaw
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1bb04b4562
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Tried to set the background color in the ftxui canvas and weirdly it started doing almost what I want with lighting, but I didn't write any code to do that. There's some bug in how I'm doing it that's causing it to set the colors...correctly. Must find out why.
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2024-11-23 23:11:20 -05:00 |
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Zed A. Shaw
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fb1fd9d8bc
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A bit of some clean up, API unifying, and some performance tweaks.
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2024-11-22 23:12:18 -05:00 |
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Zed A. Shaw
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a4926bedcb
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Get a better cell size for the rendering of the image.
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2024-11-21 16:43:39 -05:00 |
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Zed A. Shaw
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6f0f3f01d9
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A bit of playing with sizes and motion on the image.
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2024-11-21 16:33:29 -05:00 |
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Zed A. Shaw
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15a302d133
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Renderer is now more standalone and doesn't try to protect against small maps, that's the GUI's job.
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2024-11-21 15:51:22 -05:00 |
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Zed A. Shaw
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19b8bf1850
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Totally a pile of garbage with a bunch of debug prints because I'm going to have to rewrite the renderer resizing to allow for any size image, not just the map. But this does display an image using averaged squares.
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2024-11-21 02:49:58 -05:00 |
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Zed A. Shaw
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3bb3b654e7
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Fixes to build on non-windows and give the answer parser a real name.
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2024-11-19 13:23:38 -05:00 |
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Zed A. Shaw
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111429b974
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A slight improvement to avoid rendering boxes behind text that is default bg color.
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2024-11-18 22:12:40 -05:00 |
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Zed A. Shaw
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be144e2a05
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Start of image to ansi converter.
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2024-11-18 14:45:06 -05:00 |
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Zed A. Shaw
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b7002917c1
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Color is now in one nice location.
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2024-11-18 14:28:39 -05:00 |
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Zed A. Shaw
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c8fa68815b
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A bit more cleanup of render but kind of stuck on what to do further.
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2024-11-18 13:29:22 -05:00 |
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Zed A. Shaw
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7cb03594a3
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Renderer now knows how to render panels as grid/text based on how the panel is configured.
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2024-11-18 12:51:57 -05:00 |
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Zed A. Shaw
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f79e7638c0
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Panel now holds data on how it should be rendered and render just uses that instead of calculating it.
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2024-11-18 12:07:44 -05:00 |
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Zed A. Shaw
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1a3bbaedda
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Use the MID value for borders.
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2024-11-18 11:34:49 -05:00 |
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Zed A. Shaw
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958c8545a7
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It's actually better to just use FTXUI's Modal system than to invent my own.
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2024-11-17 22:28:29 -05:00 |
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Zed A. Shaw
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88d362d6a5
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A little clean up while I think about how to do this....
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2024-11-17 18:36:38 -05:00 |
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Zed A. Shaw
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d36c42038d
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Simple mouse clicks working but probably wrong coordinates.
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2024-11-17 16:00:57 -05:00 |
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Zed A. Shaw
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64855f3c90
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The gui can now pop open a modal based on clicking a button but I need to manage focus next.
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2024-11-17 13:23:18 -05:00 |
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Zed A. Shaw
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34c84343db
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Mostly working now, just had to manually calculate the grid. Needs a cleanup but I'm moving on for now.
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2024-11-17 12:37:07 -05:00 |
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Zed A. Shaw
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89a70f398a
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Rewrote the ansi parser to exactly callback on color setting, so now just need to clean this all up and fix a few little bugs.
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2024-11-16 12:10:14 -05:00 |
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Zed A. Shaw
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96ee16e598
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Figured out that I don't need a special screen, just send events to the component directly with OnEvent. However, you have to component->Add() or call Render(component, []) with it or else it's not considered a child.
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2024-11-14 12:37:31 -05:00 |
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Zed A. Shaw
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e3cff8142c
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Barely working stripped down version of ScreenInteractive. Now to bring on the SFML events.
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2024-11-13 12:48:42 -05:00 |
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Zed A. Shaw
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7d3605f58b
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A bit of cleanup and testing of the panel, then some optimization to avoid re-rendering and multiple wchar converts.
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2024-11-12 08:06:09 -05:00 |
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Zed A. Shaw
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6e848004c4
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Panel is working and now I can work on the gui interactions parts.
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2024-11-11 13:03:31 -05:00 |
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Zed A. Shaw
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9bc9c9007f
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Now have a nice panel to hold all the UI panels we'll use later.
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2024-11-11 12:23:40 -05:00 |
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Zed A. Shaw
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baaf56d4de
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Can do better rendering of individual components and 'panels' but it's not too clean right now.
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2024-11-11 10:12:36 -05:00 |
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