summaryrefslogtreecommitdiff
path: root/ui
Commit message (Collapse)AuthorAge
* Shared context, persist main window in test, send test for upcoming pointlightDan Goodliffe2022-11-19
|
* Save size of output in SceneRender and set viewport accordinglyDan Goodliffe2022-11-18
|
* Rename rdiv to ratio and add a vec2 overrideDan Goodliffe2022-11-18
|
* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
|
* Refactor shading output componentsDan Goodliffe2022-11-14
| | | | SceneShader and Camera are part of SceneRenderer
* Pass the output framebuffer id to scene rendererDan Goodliffe2022-11-14
|
* Pass flags to Window constructorDan Goodliffe2022-11-14
|
* Refactor for per window context and more setup to the right placesDan Goodliffe2022-11-14
|
* Extract SDL_Application helper into libiltDan Goodliffe2022-11-14
|
* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
|
* Tidied Scene RendererDan Goodliffe2022-11-01
|
* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
| | | | Tidy-up required.
* Save window size as a member variableDan Goodliffe2022-10-31
|
* Setting texture unit when binding UI componentsDan Goodliffe2022-10-30
|
* Setting texture unit on bindDan Goodliffe2022-10-30
| | | | Always sets the target unit before binding, allows specifying the unit
* EditNetworkOf constructor may have single param, should be explicitDan Goodliffe2022-10-28
|
* Add explicit constructor to Mode to initialise targetDan Goodliffe2022-10-22
|
* Add free extend builder with placeholder network supportDan Goodliffe2022-10-15
|
* Remove unnecessary destructorDan Goodliffe2022-10-15
|
* Sequence straights chained together makes no senseDan Goodliffe2022-10-15
|
* Builders manage a collection of candidate links rendered by the base builderDan Goodliffe2022-10-14
|
* Scoped Builder::PtrDan Goodliffe2022-10-13
|
* Standard typedefs for NodeDan Goodliffe2022-10-13
|
* GameMainSelector provides world overlay and renders its targetDan Goodliffe2022-10-10
|
* Add a rather dumb builder for joining nodesDan Goodliffe2022-10-08
|
* Initial commit of a basic working network editorDan Goodliffe2022-10-08
|
* Use mode helper in main window toolbarDan Goodliffe2022-10-08
|
* Add toolber mode switching helperDan Goodliffe2022-10-08
|
* Translate mouse motion y axisDan Goodliffe2022-10-03
|
* Add WorldOverlay conceptDan Goodliffe2022-10-02
| | | | Allows rendering in the world view objects which are not (yet?) part of that world
* Make Window shader available to clientsDan Goodliffe2022-10-02
|
* Remove redundant null checkDan Goodliffe2022-10-02
|
* Use utf8_string_view for processing text to renderingsDan Goodliffe2022-08-22
|
* Fix string_view iterationDan Goodliffe2022-08-21
|
* Fix shadowingDan Goodliffe2022-08-21
|
* Beginnings of network editorDan Goodliffe2022-01-18
| | | | Pushes gameMainSelector clicks/moves into a different target
* We know the last param is distance nowDan Goodliffe2022-01-16
|
* Process UI layers in reverse, so it's stack likeDan Goodliffe2022-01-16
|
* Fix up includesDan Goodliffe2022-01-13
|
* Ray Trace cursor clicks to terrain surfaceDan Goodliffe2022-01-10
|
* Display on what/where we clicked in the main windowDan Goodliffe2022-01-03
| | | | Just debug for now... never likely to last
* Add transform_arrayDan Goodliffe2022-01-03
| | | | Wraps std::transform to transform one array into another.
* Encapsulate RayDan Goodliffe2022-01-02
|
* No need to pass GameState around, it has a global pointerDan Goodliffe2022-01-02
|
* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
|
* Use Cache system to persist font rendering for TextDan Goodliffe2022-01-02
|
* Generic solution for glGen/glDel arrays, then tidy-up the usesDan Goodliffe2022-01-01
|
* First iteration with font/text supportDan Goodliffe2022-01-01
|
* Initial implementation for being able to click in the main window to select ↵Dan Goodliffe2021-12-28
| | | | something