Merging Debug and Developer UI
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0:00Recap and set the stage for the day and December's surprise streams in celebration of Krampuslauf
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0:00Recap and set the stage for the day and December's surprise streams in celebration of Krampuslauf
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0:00Recap and set the stage for the day and December's surprise streams in celebration of Krampuslauf
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1:46Run the game and set up to edit asset annotations
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1:46Run the game and set up to edit asset annotations
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1:46Run the game and set up to edit asset annotations
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4:58Review AssetEditor() and the beginnings of our UI functionality
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4:58Review AssetEditor() and the beginnings of our UI functionality
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4:58Review AssetEditor() and the beginnings of our UI functionality
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7:20Set up to merge the debug system's layout code into our multipurpose UI system
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7:20Set up to merge the debug system's layout code into our multipurpose UI system
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7:20Set up to merge the debug system's layout code into our multipurpose UI system
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8:51Begin to merge the debug system's UI code into handmade_dev_ui.h, for use by both the debug and asset systems
8:51Begin to merge the debug system's UI code into handmade_dev_ui.h, for use by both the debug and asset systems
8:51Begin to merge the debug system's UI code into handmade_dev_ui.h, for use by both the debug and asset systems
18:58Move UI data from debug_state to dev_ui_context and propagate this change to all functions
18:58Move UI data from debug_state to dev_ui_context and propagate this change to all functions
18:58Move UI data from debug_state to dev_ui_context and propagate this change to all functions
29:37Rename dev_ui_context to dev_ui, and continue our UI code merge
29:37Rename dev_ui_context to dev_ui, and continue our UI code merge
29:37Rename dev_ui_context to dev_ui, and continue our UI code merge
34:09Organise the debug_state struct into data that will remain and be merged out
34:09Organise the debug_state struct into data that will remain and be merged out
34:09Organise the debug_state struct into data that will remain and be merged out
36:03Remind ourselves how we use the SelectedID
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36:03Remind ourselves how we use the SelectedID
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36:03Remind ourselves how we use the SelectedID
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39:33Switch the debug system over to use our new general UI layout code
39:33Switch the debug system over to use our new general UI layout code
39:33Switch the debug system over to use our new general UI layout code
57:17Introduce InitializeUI() and BeginUIFrame() to perform the UI layout functionality of DEBUGStart()
57:17Introduce InitializeUI() and BeginUIFrame() to perform the UI layout functionality of DEBUGStart()
57:17Introduce InitializeUI() and BeginUIFrame() to perform the UI layout functionality of DEBUGStart()
1:12:22Switch UpdateAndRenderEditor() over to use our new general UI system, and introduce InitializeEditor()
1:12:22Switch UpdateAndRenderEditor() over to use our new general UI system, and introduce InitializeEditor()
1:12:22Switch UpdateAndRenderEditor() over to use our new general UI system, and introduce InitializeEditor()
1:20:21Make GameUpdateAndRender() call BeginUIFrame() and EndUIFrame()
1:20:21Make GameUpdateAndRender() call BeginUIFrame() and EndUIFrame()
1:20:21Make GameUpdateAndRender() call BeginUIFrame() and EndUIFrame()
1:23:13Implement EndUIFrame() based on the UI layout code of DEBUGEnd(), and make BeginUIFrame() perform the mouse handling from DEBUGInteract()
1:23:13Implement EndUIFrame() based on the UI layout code of DEBUGEnd(), and make BeginUIFrame() perform the mouse handling from DEBUGInteract()
1:23:13Implement EndUIFrame() based on the UI layout code of DEBUGEnd(), and make BeginUIFrame() perform the mouse handling from DEBUGInteract()
1:35:54Clean up compile errors in the UI merge across the asset and debug systems
1:35:54Clean up compile errors in the UI merge across the asset and debug systems
1:35:54Clean up compile errors in the UI merge across the asset and debug systems
1:42:46Run the game to find that all of that just worked
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1:42:46Run the game to find that all of that just worked
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1:42:46Run the game to find that all of that just worked
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1:43:43Delete BeginLine() and EndLine() in favour of BeginRow() and EndRow()
1:43:43Delete BeginLine() and EndLine() in favour of BeginRow() and EndRow()
1:43:43Delete BeginLine() and EndLine() in favour of BeginRow() and EndRow()
1:45:04Implement Button(), calling ActionButton() and Label()
1:45:04Implement Button(), calling ActionButton() and Label()
1:45:04Implement Button(), calling ActionButton() and Label()
1:47:30Run the game to see our asset UI
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1:47:30Run the game to see our asset UI
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1:47:30Run the game to see our asset UI
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1:47:57Implement Labelf()
1:47:57Implement Labelf()
1:47:57Implement Labelf()
1:51:28Run the game to see our UI labels
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1:51:28Run the game to see our UI labels
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1:51:28Run the game to see our UI labels
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1:51:37Implement fake versions of EditableBoolean(), EditableType(), EditableSize() and EditablePxy()
1:51:37Implement fake versions of EditableBoolean(), EditableType(), EditableSize() and EditablePxy()
1:51:37Implement fake versions of EditableBoolean(), EditableType(), EditableSize() and EditablePxy()
1:52:18Run the game to see even more UI
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1:52:18Run the game to see even more UI
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1:52:18Run the game to see even more UI
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1:52:29Q&A
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1:52:29Q&A
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1:52:29Q&A
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1:54:15Wrap it up
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1:54:15Wrap it up
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1:54:15Wrap it up
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