A library that uses the Java OpenGL port LWJGL to render UI elements and other 2D sprites much like Java Swing. It features customizable elements housed in a singular sprite-sheet for maximum performance. It also included a variable multi-threaded game loop that can be altered to run differently on the fly. The goal is to create a versatile engine that will allow quick creation of complex yet efficient UI's and 2D games.
- Window Frames
- Window Panels
- Buttons
- Check Boxes
- Variable Multi-Threaded Game Loop
- Textures
- TrueTypeFonts
- Radio Buttons
- Combo Boxes
- Dialogues
- Text Fields
- Text Areas
- Scroll Bars
- Scrollable Lists
- Password Fields
- Progress Bars
- Sliders
- Spinners
- Tool Tips
- Tool Bars
- Color Chooser ?
- Dubugging/Console Interface
- Rendering Batches
- Entities
- Sprites
- Sprite-Sheets
- OpenAL
- OpenCL ?
- File IO
- Physics ?
- AI (A*) ?
- Networking
- GLFrame needs events rather than actually calling the OpenGL functions from its methods. Ex. frame.setBackground should be able to be called anywhere, not just in the render or initialize method where there is OpenGL context. It should trigger an event and the next time render runs it should set the background.
- Figure out why the TrueTypeFont class does not generate accurate widths and heights
- SpriteSheetUtil that will allow multiple spritesheet objects of the same size to be loaded. Such that only one group of texture coordinates must be supplied to GLButton. The method will calculate the others that are directly to the right of it.
- Create global variables for each GLObject for the ActionEvents that are fired when things happen.