odin
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High level 2d game engine written in Haskell.
[See odin-engine/src/Odin/Engine/Tiled.hs line 114](https://github.com/schell/odin/blob/develop/odin-engine/src/Odin/Engine/Tiled.hs#L114 "odin-engine/src/Odin/Engine/Tiled.hs line 114") * Opened on develop
[See odin-engine/src/Odin/Engine/GUI/Panel.hs line 86](https://github.com/schell/odin/blob/develop/odin-engine/src/Odin/Engine/GUI/Panel.hs#L86 "odin-engine/src/Odin/Engine/GUI/Panel.hs line 86") * Opened on develop
[See odin-engine/devel/USB.hs line 77](https://github.com/schell/odin/blob/develop/odin-engine/devel/USB.hs#L77 "odin-engine/devel/USB.hs line 77") [See odin-engine/devel/USB.hs line 93](https://github.com/schell/odin/blob/develop/odin-engine/devel/USB.hs#L93 "odin-engine/devel/USB.hs line 93") * Opened on develop
------------------------------------------------------------------------------ A Layer is an offscreen buffer that can be rendered to, and then transformed and rendered separately. It is used for GUI elements like Pane and Panel. [See odin-engine/src/Odin/Engine/GUI/Layer.hs...
[See odin-engine/src/Odin/Engine/New.hs line 265](https://github.com/schell/odin/blob/develop/odin-engine/src/Odin/Engine/New.hs#L265 "odin-engine/src/Odin/Engine/New.hs line 265") * Opened on develop
A layer widget is a composite of a bunch of other widgets, fenced off by a boundary. It only receives events when the user is interacting with that layer within...
Currently a widget simply renders in the order it was written in the `Odin r t m` monad. This should instead be configurable so widgets that depend on other widgets...