Nice. I did my ui using viewpoirts for containers. And you can nest containers inside containers. Each container also uses a backing camera for scrolling etc.
It was a bit tricky to get flawless but basically I needed to translate the draw and the input for each container.
Getting the draw and update order was interesting too
Cool, I am nesting controls in controls here, in the window, the title bar is a control, as is the button. Each has its own scissor rectangle so they can’t over flow,
They can be camera specific too, and it should be possible to render them as billboards and use them in world space oo, but not tested that yet.
Thoguht I would show you the sort of thing I am aiming for with my engine and it’s editor, this is an old vid of a game I started writing with my old engine and editor, one of my fav old arcade games Gyrus.
OK, so I have had a gread few weeks on my Patreon engine, and the editor is actually starting to come together
Editing a new scene, each of the different basic lights are shown in here, point, direcitonal and cone. I have a procedural skybox in here, as you would find in Unity3D and is the exact same code that can be found in GPU Gems Chapter 16
Object seelction is in, either from the panel on the left or clicking in the scen render window. I can drag and drop items in the left panel to make them child objects of the object I drag them to.
I have scale, translate and rotate widget tools in here now, both of which can be set to AA (axis aligned) or OA (object aligned).