Comments (3)
@Dev-Owl, if you want, can you replace throws with asserts when writing the tests?
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Next steps:
- Traits that catch input system events (removes the need for overriding
containsPoint(...)
too) - Allow building input maps to map keyboard, pointer (and potentially gamepad) events into an "action" system (like in Godot)
- Performance issues
- Hover doesn't work when pointer is not moving
- Solidify the order of trait execution (hover -> drag -> hover)
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@Dev-Owl, if you want, can you replace throws with asserts when writing the tests?
What exactly do you mean? If an assert fails during testing it will throw. So if we want to test for a failed one aka. expect it to fail we need to check for an exceptions.
If you want to not crash during runtime we can change all throws with asserts, I think it depends on the error and the state the system is in after it has happened.
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Related Issues (20)
- Starting a drag event and finishing it outside the window still results in a crash HOT 3
- Dragging with zoom/viewport seems off. Mouse is moving more and more away from dragged object HOT 1
- [TBD] Add current node to callbacks for input HOT 1
- Call events in order defined by their `priority` or `zIndex`
- Change drag system for payload to allow user to cancel events
- Dynamics in the input system to classes
- Selectable trait and system HOT 4
- Unselect the current element when a none selectable element gets the pointer
- Reduce delays in the input system
- Development Mode debugging
- Exception on input handling HOT 5
- Extend default traits to handle sprites and sprite animation components HOT 1
- Extend default traits to handle text rendering HOT 1
- RealmBuilder.withTrait allows any type to be registered
- Notes on the Asset System
- Notes of Entities
- Sample-based performance measuring with `prefmon` HOT 2
- Allow defining a stage for system's execution
- Cannot pass custom game type HOT 3
- Large archetypeBuckets[archetype] list makes frame too low HOT 1
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