Added more key events and made it so unhandled keys cause a console warning in debug instead of a failed asset.
Fix an issue where some elements would end up with 0 height due to the order of function calls being wrong in text elements.
Fix a bug with focus that allowed UI elements to steal mouse input from the 3D background.
Updates for CGS path changes.
Heavy rework of input and text rendering, plus an expansion of the text input elements. Input now stores the input state at the time of the input event, such as held modifier keys and mouse position.
WIP - redo of the text edit so it's less convoluted.
WIP - I think I am going to redo how the numeric edit works. This just isn't working out.
WIP - I believe final work needed before cleanup/review.
More WIP - everything appears to be working as intended, but needs optimization and review.
More WIP for text/input changes.
WIP - still need to do some correction to how text selection works.
* Basic support for text stroke and outer glow
Add stroke and glow (sort of) to OGUI text.
WIP for async load - nearly done.
WIP
Use the new hash system.
Fix for a problem introduced by input changes, where mouse movement was not sent as often as it should be to the game.
General rework of input in OGUI. The SDL events are now hidden from users and instead an OGUI-specific input event is passed around. Down->up events have been reworked so an element that gets a DOWN always gets the paired UP, rather than them going to potentially different elements. There are now 4 separate input events for mouse buttons/movement, mouse wheel, key input, and text input. Also, the input handler has been moved out of Caelum into OGUI as a sort of "default" background input hand...
Adds a text edit box which is still incomplete. Various minor changes including enabling borders on all elements and fixing a bug that caused windows themselves to never be activated.
Slight usability change.
New stock windows to avoid forcing OGUI developers from making their own. These will need revisited when I implement a styling system, if I do.
Fixes some layout bugs, some caused by the recent changes and some pre-existing that were only now detected.
Adds center alignment specifications.
Improvements to the layout specification system to be more flexible, less easily broken, and generally less of an unmaintainable mess. This is to support some additional layout functionality coming next.
Minor fix for a rendering error at certain window sizes.
Frames were stealing input from the game input handler.
Fixes for potential (but not actually observed) memory bugs discovered while on an unrelated bug hunt.
Previous bug was only fixed in X not Y. Doh.
Allow a CGS layout to be executed before the final modal window is rendered, allowing for specialized processing such as blur. Also fixes a problem with the window changes that caused them to misbehave when padding was applied to the window.
Add support for mutli-level modal windows.
Minor adjustment to defaults.
Image buttons.
Fix (re-implement) scrolling in the new window system, plus a number of other smaller changes. Some work still needs to be done. Multi-level scrolling (scrolling something containing a scrollable) likely does not work right still.
Slider support, still WIP. Fixes visibility behavior and some other issues.
* Reorganization of button functionality.
New Caption element, some general cleanup.
Default fonts, selected for freeness, language support, and quality.
Fixes to font loading.
Reworking of some of OGUI. New elements are coming soon.
Additional cleanup of old, broken stuff.
Better text rendering, more color interpretation control, general cleanup of old stuff.
Performance fixes.
Caelum-wide compatibility fixes for Linux: new cmake, dealing with different OpenGL headers, fixing (spurious?) warnings. CGS and OGUI alone still have bad cmake. They may be merged into Caelum, so I am not updating them right now.
Fix for a performance issue where the UI layout was run each frame, when it should only need to be run when the UI is modified.
Changes for CGSReference changes.
Improve the specialized child container, adjust how child object functions work, fix a memory error.
Padding improvements.
Fix clipping for windows. Name convention modernization.
Implement element padding. Expand the "alpha" color mode to act as a gradient between two colors.
Adds basic window support. Fixes 9-swatch shader, it had a habit of becoming one pixel off. Fixes an error with selection of sub-elements not working.
Implement z order for rectangles. Make selection of elements for hover respect Z order.
Implement Z Order for elements. Rectangles is next.
Improved rendering system (z order system needs reimplemented). Better division of built-in rectangle shaders to make it easier to create elements out of 4 pre-defined types of rectangle.
Image buttons, general button improvements.
Improved focus/active element system to solve issues with key release events being stolen by elements.
Add a new class to make passing through text params easier; make the text params on buttons actually able to be set; collection of minor changes and fixes.
Handle focus a little better.
Changes for the Caelum input system.
Update OGUI to use the new CGS render system. Also a number of minor changes.
Improve swatched buttons, improve input handling, add framework for unicode-based input (not implemented).
Additional work on buttons.
Add button element.
Partial conversion/fixing of OGUI for CGS.
Merge origin/master
Added the ability to skip repeated delimiters i...
Adds explode functionality for parsing of messa...
Move functions to .cpp. This commit is pending ...
OGUIVariable no longer casts strings containing...
Type generic "OGUIVariable" type for OGUI-Caelu...
Tweaks to make OGUI compatible with CGS. More w...
Initial commit