TODAY'S GOAL: 1. Why do Sliders only have to be kept around forever and can't go in containers like everything else? 2. Why are sliders not selected when I click on them? Is it a hover? 3. Why do fonts render blank? Also when I scroll they slowly disappear until there's a column. 4. Use freetype to iterate chars. 5. Why are all wchar converted chars in from_unicode 3 bytes not 2? * A designer tool to help find characters for foreground, background, and figure out their colors. * renderer's mouse coordinates are totally wrong. Need to put glyph bounds into the panel and then you can ask if a mouse click is on a panel, and what the _panel's_ coordinates are. * Use a vector of strings with 1 char each again. TODO: * Make a unicode helper. * Fix " room should always be found" * Fix BUG markers as much as possible. * Make room generation have "texture" or state like mossy, flooded, etc. * A condition map that indicates what each tile's condition is, so it can have "watery", "wet", "mossy", "burned", and that changes the color of the foreground/background but not the actual tile. * A tile will then denote a kind of surface, so stone, water, lava, etc. * Lua integration * Enemies stuck in walls after generation. * Save file needs work, it's not saving gold and lights. * Move all keyboard and mouse events into SFMLRender so it's completely abstracted away and can be changed to a different backend if I want. * When fighting two enemies with lots of attacks it crashes because one dies and isn't there. Test by making enemies immortal. * LightRender can just use the Dijkstra map paths to calculate light strenght from the point rather than doing the box thing. * $paths.$paths is annoying. * Format of pre/post in dbc isn't consistent with the rest of the lib but I also maybe don't need the function version? * I can do headless windows in renderer for testing. - renderer.$window.setVisible(false); * Think up an enemy system. * Write a method for renderer that can translate coordinates. * Can std::any be defaulted to a noop in the events? * Inventory needs to be better, but need some kinds of "weapons" or other loot to get and not just gold. * Create a few more enemy types to fight. * Devise a more complete map/world generator that can use the loot and enemies better. * Maybe an LOS system, but the hearing version works pretty well so far. * Probably a system for mapping collision types to sound effects, rather than having the GUI do it. * Write a test that generates a ton of maps then confirms there's a path from one room to every other room? * check out SoLoud. * BUG: When enemies die they can be overlapping another enemy.