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* We know the last param is distance nowDan Goodliffe2022-01-16
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* Process UI layers in reverse, so it's stack likeDan Goodliffe2022-01-16
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* Fix up includesDan Goodliffe2022-01-13
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* Ray Trace cursor clicks to terrain surfaceDan Goodliffe2022-01-10
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* 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
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* No need to pass GameState around, it has a global pointerDan Goodliffe2022-01-02
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* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
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* Use Cache system to persist font rendering for TextDan Goodliffe2022-01-02
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* Generic solution for glGen/glDel arrays, then tidy-up the usesDan Goodliffe2022-01-01
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* First iteration with font/text supportDan Goodliffe2022-01-01
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* Initial implementation for being able to click in the main window to select ↵Dan Goodliffe2021-12-28
| | | | something
* Component position mouse click check should only match mouse button eventsDan Goodliffe2021-12-22
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* RAII for glVertex and glBufferDan Goodliffe2021-12-22
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* Initial commit with some basic UIDan Goodliffe2021-12-22
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* Window handles UIComponent renderingDan Goodliffe2021-12-18
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* Push uiShader into the window classDan Goodliffe2021-12-18
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* Single glContext shared between windowsDan Goodliffe2021-12-14
| | | | Created by the first window, includes simplified refresh/render for single control point
* Refactor to start splitting out UI componentsDan Goodliffe2021-12-13