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Open Source 2D Game Framework under zlib/libpng license (currently pre-alpha)
Reduce Drawcalls.
Mostly for the in-game loop.
This is extremely useful for certain games like Harvest. We could optimize the drawcalls by auto storing textures in a texture packer at runtime as objects are loaded, perhaps with an API like this:
TextureGroup ObjectsGroup = TextureGrouper::Instance.AddGroup("Objects");
//Automatically packs the textures
SuperSmartPointer<Texture> TheTexture = ObjectsGroup.AddTextureFromPackage("/", "Texture.png");
Splitting things into lines gives problems since we're measuring pieces rather than the whole font and sometimes pieces have a large Top coordinate, which gives the wrong height for the line size.
For instance, several functions in UIPanel are defined in GUI.hpp.
Abstract away Platform-specific code
Ideas:
Set the base resolution on the UI Layout JSON file
Calculate size based on current resolution
Use ScaleKeepingAspectRatio for sizes, using the resolution as base
Keep position based on percents if possible.
This is useful: http://inloop.github.io/interpolator/
Geometry isn't properly scaled. Probably related to multiplying things instead of resizing.
E.g., std::thread, std::mutex
This will be useful for custom controls, for instance making a Button control and making a Caption property to change a sub-element
This will let us split texture packs that are too large into other Textures
Should be moved to UIPanel.
We need default widgets now that we simplified all UI Elements.
Useful for cross-architecture issues
E.g., specify base resolution and rescale based on aspect ratio and current screen size
Might need to somewhat modify SFML for this...
Useful for non-darkened blockers.
So e.g., having a Button, make a property Caption that automatically gets and sets the caption text
Samples, Descriptions, Documentation, Tutorials
Some properties simply have Get while others have . All should have .
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