refactor: grid and timer using zephr

This commit is contained in:
2023-12-11 23:00:31 +02:00
committed by Illusion
parent 652a6f97ab
commit 3d80415564
7 changed files with 141 additions and 209 deletions
+15
View File
@@ -1,5 +1,20 @@
- "premade" (but also customizable) ui elements (buttons, text boxes, etc) with instanced rendering
- border decorations for shapes (maybe. or maybe only for ui elements)
- some kind of ui layout/hierarchy system (for later, when we actually need it)
- grid texture (draw_image? or draw_texture? func)
- sooo a bit of a problem... since we render all our text in one draw call
at the end of the frame. this means that we can't have text that's rendered
in behind anything else. This needs to be fixed because drawing any overlay
will result in all the text being drawn OVER everything else, which might not be
the desired behavior at times (e.g. help/win overlay where the board numbers need to be
rendered under the overlay(s))
- possible solutions :Clueless:
- z-index based on the order of creation (e.g. the first drawable created has the lowest z-index)
I _think_ this works because we can just chuck a global z-index whenever we call
draw_text or draw_quad/etc.. and the shader _should_ take care of everything
- every draw_text call actually makes a single draw call (compromises on performance but way easier to use)
text rendering improvements
- [ ] unicode support (allows for non-ascii characters)