More structural refactoring
I am really running out of ways to basically describe the same thing.
Ramblings about hobbyist game development
More structural refactoring
I am really running out of ways to basically describe the same thing.
Move a lot of files around and try to have a more cohesive file structure (2)
Indeed! (2)
Move a lot of files around and try to have a more cohesive file structure
Indeed!
add support for dynamically changing the TextItem of a widget at runtime and do a quick demonstration by temporarily
let the speed change buttons trigger the behaviour on the clock
How it gets that dynamically chaning text done is by marking UI widgets as “dirty” under more circumstances that were previously overlooked. To get a better feeling what that means in detail, have a look at one of those changes:
– set the time buttons into a disabled state when appropriate
– add support for showing widgets as disabled *and* highlighted at the same time without simply negating each other
This fleshed out the new simulation control buttons and adds some features to make them more usable, check it out:
implement the hover state on widgets
Similar to the “disabled” state we can now also set widgets as hovered, check it out:
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: