make the code about the dynamic UBOs on the ui pipeline a little more clear and also do a little workaround for a strange case in the dynamic UBO state there.
This makes the disabled state usable, check it out:

Ramblings about hobbyist game development
make the code about the dynamic UBOs on the ui pipeline a little more clear and also do a little workaround for a strange case in the dynamic UBO state there.
This makes the disabled state usable, check it out:
Add support for dynamic uniform buffers on the UI pipeline. Use this to add a “disabled” state to the widgets and draw them differently then
As was prepared in the previous commit, there is now support for dynamic uniform buffers on the UI pipeline. The model pipeline uses them to update frequently changing data like position and rotation, the UI pipeline uses it to update things like the newly added “disabled” state.
Separate the logic of UBODs to a base class and let the actual UBOD implementation only be plain data. This is the first step to add a second type of of UBODs for widgets.
While they requriements are very similar, they still need to be two separate things.
Make textures on widgets not lose their aspect ratio when resizing the viewport
No more oddly sized text on widgets:
Improve the widget hashing function: make it more unique and take a potential text item into consideration
Without that, we could not simply change the text item/label on a widget and force it to re-render automatically.
– only make text textures as wide as necessary
– cache the bounding boxes for different font sizes instead of re-calculating every time
Makes things look less weird and quicker. Also, it becomes painfully apparent how weird it is to type “text textures”.
properly position and and draw text textures on widgets. more WiP.
It is rendered more readable now:
Add most of the new code to the widget and UI pipeline to actually show text labels on top of widgets. This is still very much WiP and to be seen as a proof of concept
The text is rendered in a broken way, we cannot yet show textures and text on the same widget, but it renders:
add more logic on the widget to place a text item (with an optional background). minor renaming of variables on the tile shader. temporarily add a very distinct background colour on the bottom bar main buttons
This brings us even closer to properly render text on widgets: amongst other things it is properly generating the ModelData structure for widgets with text rendering in mind.
add the possiblity to add text labels to the widget class
This is fleshing out the text-on-widgets support started in the previous commit.
Also, this is technically already used for the game mode buttons, but not quite working yet.