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Build: mvn clean package

Deploy: mvn deploy

To Do list:

  1. draw basic screen objects
  2. setup opengl on base page (basic triangles and such)

Here's what I need to consider. Where and how are commands processed. How are they held until they can be used? what is a better way than using a build cycle for the UI Translate Graphics command? Is there a better holding ground than 1-variable and 3 functions for this one temporary variable? How can I get is so that there is no modification on the view, controller or main view for this temporary piece of data?

How can I get it so that this graphics data is available at init of the opengl screen. That way I would not need a permanent storage location for it and I can immediately pass back the response. Still though, I think I will need a processing area for UI commands so maybe this will provide the solution anyways. How about a base class for the controllers that stores UICommands to be processed? I can queue up key presses there and remove the state variable at the GLCanvas layer. Anyways, some thoughts there to be had. Or just look inot how I can get current profile and capabilities of a gl window through some other means

1a) build the controller that backs the page 2) load graphics 3) send graphics list to base page using a print list (DONE THROUGH HERE)

  1. setup the variable screens
  2. pass around UI interactions
  3. change the printlist depending on the UI interactions and have the variable screens display a GameObject (or item or creature or whatever)

// TODO design this application to be an entirely separate repository // TODO design a core set of definitions to be used by all // TODO design the primary application to be an entirely separate repository

What I need is this: A way to estimate how many pixels a text write will use in order to do word wrapping An intelligent way to specify that a label field should be wrapped and not (...) A hover over text that will display the whole thing in general, UI fields like buttons for the variable screen that will be the basis of intelligent UI a list of available screens and a concise way to communicate commands

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