looks around shifty eyed
Kinda hard to explain my GUI code, but I “kind of” do that in some areas. My GUI code itself doesn’t actually control anything in the engine, but sometimes the GUI needs to know if the game is in a certain state so it knows what to do with a button.
for example, these lines do not actually turn on and off accentMode, it just toggles highlighting/unhighlighting the button. But I plan to refactor it to just ask the game if highlight mode is on. For whatever reason it’s still using it’s own internal boolean. (and that’s completely retarded) Just a throwback from when my GUI wasn’t in it’s own class files like it should be.
public void lockAccentMode(){accentModeLock = !accentModeLock;}
public void accentModeOn(){accentMode = true;}
public void accentModeOff(){accentMode = false;}
My new GUI system though, should eliminate this anyway. I just haven’t made it over to this area of code to refactor it into the “new” GUI code layout.