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As you can (hopefully) see, I've finally joined Twitter. So, I'll be posting crap on that and then, at the end of the day, I'll pretty much recap and expand upon the game development related stuff.

I worked on the new design for Beelz for a little while, but can't seem to come up with a better design than what I've got, so I'm going to stick with it.

I moved onto the Gui today and it goes well. I implemented the very basic stuff so far and have controls detecting mouse movements and left-button clicks. I also have a mousein/mouseout system in place and everything is working swell.

I have two issues with it though:
1) The design is kind of crappy and has 1 major flaw: to implement a new control I'll have to put it directly into the core myself; if someone else ends up using it and wants to implement a completely custom control (there will be a user-control style setup like WinForms has), they're hosed. I guess it's not really that big of an issue seeing as how I don't plan on releasing it until later on down the road when I "uber-fy" it (which will more than likely require almost a complete rewrite.)

2) Even though I decided when I started that the GUI was going to be script-controlled, I still implemented it as code-controlled. I had thoughts of implementing support for both into each control, but then each control (at the moment, I still don't have some handlers in yet) would take up about 1152 bytes. It's not that huge of a deal (even if you went overboard and had 1000 controls you'd be using just over a megabyte), but it seems impractical. Iunno, but I'll think on it more tomorrow.

Anyway, before I go any further, I need to implement fonts. Usually I do that first and I skipped over it this time for some reason. I'll probably do that tomorrow at some point.

On a side note, this design has given me a good idea for when I want to release a stand-alone DirectX based GUI library in the near future.

Also, I didn't get as far as I was hoping, so no screenies yet [sad].
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