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Commit message (Expand)AuthorAge
* 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
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
* Tidied Scene RendererDan Goodliffe2022-11-01
* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
* 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
* 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
* 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
* 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
* Add transform_arrayDan Goodliffe2022-01-03
* 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 s...Dan Goodliffe2021-12-28
* Component position mouse click check should only match mouse button eventsDan Goodliffe2021-12-22
* RAII for glVertex and glBufferDan Goodliffe2021-12-22
* Initial commit with some basic UIDan Goodliffe2021-12-22
* Window handles UIComponent renderingDan Goodliffe2021-12-18
* Push uiShader into the window classDan Goodliffe2021-12-18
* Single glContext shared between windowsDan Goodliffe2021-12-14
* Refactor to start splitting out UI componentsDan Goodliffe2021-12-13