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I implmented a new texture format, which embeds font character cell size inside of the texture file, and added a font creator to the texture converter. I updated the media object managment, so now all registered objects can be retrieved with a unique key, as well as removed from memory eith the same key. I implemented a nifty cursor info string thing that allows me to specify a string that is displayed above the mouse cursor. I modified the drawing of fonts and 2d objects so that they dont write to the zbuffer, so there are no funny blending artifacts. I also have started back into the User Interface, and have written a neat 2D Quad class. I have a Window class going, and I just implemented titlebars, with borders on the way. Last, but certainly not least, I did a bit of work on the console, and instead of using function pointers, I am using functor objects. I have ALSO implemented a quake style console in-game, with a few functions (for now, "wireframe()",. and "solid()", and "quit()" =). It is VERY extensible. I also did a few little misc. things, like updated the log to remove backspaces as they are added, and such like. There are probably some extra things I have left out, but I think that hits on the most important ones. I should be pretty ready to start actually adding in units and such in a little while. First I want to fix up the model converter, to add texture coordinates, etc.
Last night I updated the model converter, and started implementing the new models in the engine itself. Also, Windows work like a charm, and can be a plain rectangle, a plain rectangle with a plain rectangle titlebar, or with a border, or both. All components can be textured. Further, all windows can have a caption, but it isnt required. Windows can be dragged. I think that I could also add window sizing, too, if we want/need it. I also did a lot of little internal things. For instance, if an object can be referenced with a unique ID string, I was using a simple char*, but that has changed to use a little moniker class that I made. Just makes things a bit more organized =). Usual global object creation looks like this: