Move direction into the transform component and include it in server-to-client entity updates. Client now sets transform direction from the network message and uses it to compute yaw for model rotation, so entities visually face their movement direction. Refactor net_utils to support arbitrary Vec3 fields.
Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function.
* build: add SDL3 dependency
* refactor(window): migrate from GLFW to SDL3 for window and input
* refactor: remove unused GLFW includes and commented-out code
* refactor(input): use relative mouse motion and simplify camera mouse update
* refactor(event-handling): guard input events with imgui state
Move mouse enable/disable logic into set_imgui_enabled and check imgui_enable before forwarding non-ImGui events to handlers. This prevents duplicate processing and ensures proper mouse state when toggling ImGui.
* fix(camera): reset camera on resize events and fix input handling on imgui toggle
- Add Camera::player() accessor.
- Handle WindowResizeEvent and FrameBufferResizeEvent to reset camera.
- Fix escape key handling to disable mouse before toggling imgui.
- Fix left alt handling to toggle mouse state correctly.
- Reset player key status when toggling imgui.
* fix(client_world): add direct exit flag to break connection error loop
* refactor(debug): add d_rep template and remove widget ID
* feat(debug_collector): add video driver display to debug UI
* fix: invert debug flag logic and rename to no_debug
The previous 'debug_on' field was never set to true by default, causing
debug mode to never be enabled. Now renamed to 'no_debug' and the
renderer initializes with debug enabled unless the --no-debug flag is
given.
* feat(window): add video driver selection via config and --video-driver argument
* ci: add vcpkg cache
* fix: mscv cpp version show
* fix: context delete too early
* fix: ci build fail
* fix: opengl resource delete error
* fix: add // NOLINT for NvOptimusEnablement and AmdPowerXpressRequestHighPerformance
* fix: windows ime fail on fullscreen
* feat(ui): update text input area on field changes and window resize
* fix(ui): initialize m_app pointer to nullptr
* feat(window): add exclusive fullscreen support with WM detection
* refactor: simplify WM detection and exclusive fullscreen default
Removed WindowManager enum; detect_wm() now returns string directly.
Default exclusive fullscreen based on platform (true on Linux).
Added WM info to debug overlay.
* feat: add Alt key to close ImGui; clarify debug log
* refactor(dev-panel): remove direct settings UI from settings tab
* refactor(ui): replace Text with Label/Widget component system
Replace the old `Text` class with a new component-based UI system consisting of `Widget` and `Label` classes. Key changes:
- Remove `Text` class and its GPU upload logic; introduce `Label` as a `Widget` subclass with dirty-flag vertex update.
- Add `UIVertexData` struct to manage per-label vertex buffer/array and memory.
- Refactor `DebugCollector` to store labels in a `Widget` tree, removing hash-based lookup.
- Simplify `Font::vertices()` signature by removing position/scale parameters; scaling is now applied in the renderer’s model matrix.
- Update `Renderer` with `render_label()` and move UI rendering to a `render_ui()` that renders the widget tree.
- Add new source files `label.cpp`, `widget.cpp`, `ui_vertex_data.cpp` and update CMakeLists.
* refactor(render): replace UI shaders with image shaders and Image widget
* refactor(core): add event system and scene management
- Introduce Event variant and Overloaded helper for input handling
- Move game state (camera, client_world, dev_panel) from App to WorldScene
- Add SceneManager with push/pop/change operations for scene stack
- Refactor input callbacks to dispatch events through scene hierarchy
- Extract Argument struct to separate header
- Update Renderer and WorldRenderer to accept world reference
- Replace global input state with event-driven processing in ClientPlayer, Camera, etc.
* refactor: add framebuffer resize event and separate UI management
* fix(font): use correct texture format and clamp to edge for font atlas
* feat(input): add KeyAction::REPEAT for key repeat events
Add a new REPEAT value to the KeyAction enum and update the input callbacks to map GLFW_REPEAT actions to the new value instead of treating them as press.
* feat(client-player): add block cooldown and track mouse state
Introduce a time-based cooldown for block placement (PLACE_BLOCK_INTERVAL) to prevent rapid clicking. Replace the global InputState with per-player MouseState tracking in ClientPlayer. Rename place_block() to get_current_block() for clarity. Remove the old src/input.cpp and the Cubed/input.hpp header, moving input structures to Cubed/input/input.hpp.
* ui: add main menu scene and interactive button widget
- Implement MainMenuScene with a "Start Game" button that pushes the WorldScene.
- Extend Button class with background/foreground, hover detection, and size queries.
- Add virtual width/height and event handlers to Widget base class.
- Update WorldUIManager to propagate mouse move events.
- Adjust Window mouse mode based on game running state.
* feat(ui): add button scaling and change square vertices to top-left origin
* refactor(font): return TextMesh from Font::vertices to include bounding box
Replace the plain vertex vector with a TextMesh struct that carries width, height, and min coordinates. Update Label to compute and store these values immediately on text change (removing lazy dirty update). Fix Button's width/height to factor in scale and use concrete widget types for background and foreground.
* feat(ui): support scaling of labels and images
Modify width() and height() methods to multiply by m_scale for both Label and Image. Rename internal dimensions to m_real_width and m_real_height for clarity. Adjust Button foreground position to vertically center when label is scaled.
* refactor(ui): move scale property to subclasses and fix resize event handling
Remove scale from base Widget class and add per-type set_scale/scale methods to Button, Image, and Label. Dispatch separate WindowResizeEvent alongside existing FrameBufferResizeEvent. Correct centering calculations from `+` to `-` in main menu and world UI managers.
* fix(render): remove duplicate scaling in render_image model matrix
* feat(ui): introduce anchor-based widget positioning system
Replace set_position with anchor and offset for relative positioning. Add parent pointer to widget hierarchy. Remove manual resize logic in UI managers.
* feat(ui): introduce ColumnLayout widget and refactor widget parenting
- Add ColumnLayout widget that arranges children vertically with spacing.
- Refactor Widget::add_child to automatically pass `this` as parent.
- Update DebugCollector to use ColumnLayout for consistent spacing.
- Expose children() accessor in Widget for layout management.
* feat(main_menu): add exit button and refactor layout with ColumnLayout
- Add `should_close_window()` method to force window close from UI.
- Replace standalone button with ColumnLayout for proper centering.
- Add "Exit" button that calls `should_close_window()`.
- Update ESC key handling to only close window when game is not running.
- Fix ColumnLayout to respect parent's anchor instead of hardcoded TOP_LEFT.
- Remove unused parameter name in Image::update for consistency.
* feat(ui): add Rect widget with fill, color, and parent-relative sizing
* refactor(ui): extract common UI manager logic into base class
* refactor: move server logic to WorldScene and refactor UI methods
* feat(scene): implement pause menu with UI manager and escape key toggling
Add PauseMenuUIManager class and integrate pause state into WorldScene.
Escape key toggles pause in ClientPlayer and PauseMenuUIManager.
Refactor Window mouse and imgui control to support pause state.
* refactor(scene): dispatch events via typed handlers and move pause toggle to WorldScene
* feat(ui): add HUD visibility toggle and image fill features
* refactor(app): remove redundant ImGui WantCaptureMouse check in cursor callback
* feat(scene): add credits scene and UI
* feat(credits): add ESC key handling; remove about tab from dev panel
* feat(ui): add Slider widget for value selection
* refactor(ui/slider): improve track/thumb initialization and validation
Rename track/thumb accessors from set_track/set_thumb to get_track/get_thumb.
Add private init methods and a constant THUMB_WIDTH.
Add validation to set_width with log and assert.
Modify set_height to assume non-null m_thumb.
* refactor(ui): simplify Button API with property setters
* feat(ui): add label and image support to slider
- Add `set_text()`, `set_track_image()`, `set_thumb_image()` methods.
- Include label rendering and auto-scaling based on slider dimensions.
- Replace static `THUMB_WIDTH` with dynamic thumb sizing.
- Add slider thumb and track texture assets.
* feat(ui): add int slider support and fix update_text_scale calls
* refactor(config): rename hot_reload to reload_config and add settings scene
* feat(ui): add auto-scaling option for button and slider text
* feat(ui): add button enable/disable and reset on re-enter
Prevent double-clicking on buttons that push new scenes by disabling them on click and re-enabling when the UI manager's on_re_enter is called.
* fix(input): reset key status on pause
* feat(ui): add ComboButton widget and integrate into settings
Introduce ComboButton, a button that cycles through options on click.
Used in SettingsUI for fullscreen, V-Sync, and anisotropic filtering.
Adds texture reload support in SettingsScene and makes Button methods
virtual to allow overriding. Also fixes default mouse_enable to true.
* feat(ui): add child anchor and content sizing to column layout
* feat(ui): add TextField widget with UTF-8 text input support
* feat(scene): add host game scene and world parameter handling
* feat(scene): add join game scene and UI
* feat(ui): add clipboard paste to TextField
* feat(ui): add blinking cursor to text field
* feat(ui): add error UI for connection failures and network errors
Introduce ErrorUI to display error messages in-world when the client encounters connection failures or network errors. The network client now stores error strings thread-safely and exposes them via `get_error_string()`. The world scene suspends normal update/render when an error is active and shows the error overlay, allowing the user to return to the previous scene. Additionally, the client world checks for connection errors during exit to avoid hanging, and the join game UI is fixed to correctly default to client mode.
* refactor: move connect error check to WorldScene and add UI titles
* feat(ui): add error display in host and join game screens
* feat(ui): add configurable child traversal order for event handling
Add TraversalOrder enum to Widget, allowing event handlers to iterate children in back-to-front (default) or front-to-back order.
Set ColumnLayout to front-to-back order.
Change TextField mouse button handler to return false, enabling event propagation.
* fix: window build fail
* style(ui): remove extra blank line
* refactor(render): move render files to subdirectory, add RAII vertex buffer/array classes
* refactor(render): encapsulate OpenGL textures into Texture class
* refactor(texture): encapsulate textures with unique_ptr and bind methods
Replace raw GLuint framebuffer textures with std::unique_ptr<Texture>. Update TextureManager to return const Texture* instead of GLuint. Use Texture::bind() for active texture binding. Add RGBA16F and RGB formats. Add texture parameter methods. Update destructors accordingly.
* refactor(render): use Texture, VertexBuffer, VertexArray classes
* feat(render): add FrameBuffer class to encapsulate framebuffer operations
* refactor(render): extract world rendering into WorldRenderer class
* refactor(render): rename projection and model matrix members for clarity
* chore(render): remove unused matrix members
* fix(texture-manager): correct delet_texture typo and add null checks for textures