Commit 58acb3e2

– Finish preliminary main menu
– Add splash image for the main menu
– User proper aspect ratio for widget background picture (and make it possible to manually define one)
– Add support for horizontally positioning text in widgets
– Take a widgts zIndex value into consideration when determining what widgets has been clicked
– Properly initialise widget dimensions (and positioning) when starting up in full-screen mode

Resolves #79

Hello! It has been quite a while since the last commit, this has been largely due to some good old fashioned scope creep. The initial thought was to simply creating and adding a background picture for the main menu. That unfortunately quickly spiralled out of control, due to newly discovered bugs as well as some missing features.

Look ma, no hotkeys!

Today I won’t get into too many details, as the somewhat verbose commit message mostly speaks for itself. It should be noted though that finding bugs in the UI code is never that much fun, rivalled only by the renderer itself. That aside, it almost looks like a real menu now. 🙂

I still haven’t fully decided yet which topic to tackle next, improving some things in the renderer or finally getting started on preliminary scenario definitions are both high on the list, but let’s see. Byeee!

Commit 2131a16b

– Add new button to activate the in-game menu without a hotkey
– Slightly change the sizing of the UI elements on the bottom left to make it more aligned
– Fix bug that when selecting an agent and changing to shop mode it briefly shows a rubbish icon instead of the menu

Resolves #81

Hi! A lot less happening in this commit, as it was mainly me adding a new button to bring up the in-game menu without having to use a hotkey.
While I like the new icon quite a bit, I’m not the biggest fan of its placement, I haven’t had a better idea as of now though in terms of placement. As a bit of a silver lining in that case though it tends to look nice at higher resolutions.

While working on this I noticed some possible improvements with the default size settings of some of the UI widgets, which I’ve slightly changed to get things to align a bit better, it’s a minor detail, but I’m quite fond of that small change.

Aaanyways, not much else to report except stumbling upon and fixing a minor bug, next up is finally giving the main menu some attention, after that it’s time for.. I honestly don’t know which topic exactly. Let’s see! Byeee! 🙂

Commit 579a1540

– Add new in-game menu with preliminary information
– Add support for semi-transparent background colours in widgets
– Enable(toggle) menu by triggering a cancel() call or by pressing F10/M
– Introduce concept of global widget types in the InterfaceManager

Relates to #81

Hello! The menu mania continues, this commit adds a brand new in-game menu to OLives. The greyed out parts do nothing yet, but what it allows you to do is to go back to the main menu without having to use an enigmatic hotkey.

The irony of that is that the only way to open the in-game menu right now is also a hotkey. However, at least this time they are hotkeys which are here to stay. Simply hitting Escape (if in simulation or shop mode) or F10/M (all three game modes) will bring up the menu. Either hit that key again or click on the aptly named “Continue” to continue.

“2/5 – would menu again.”

Adding this brought up some unexpected showstoppers, such as a lack of transparent background colours of widgets and a slightly buggy padding calculation. Also, the commit was unfortunately delayed by some rather unpleasant debugging. That eventually boiled down to a non-initialised variable which triggered a lot of seemingly random behaviour. Good times were had.
In the end though, the only thing is missing is a small button to actually activate the menu without any hotkey required. After that it’s back to the actual main menu, which now looks a lot worse than the in-game one now, something that needs to be remedied. Anyway, looking forward to get all of that done. Byeee 🙂