Widgets and Images...

We spent a lot of time on a few things today...
I spent some time playing with the loading of objects and textures, so now we have a way to load objects with multiple meshes that we can change the texture on the individual meshes in the object...

Also, we now create copies of loaded Game Objects, each with maps pointing to meshes as well as textures, using the mesh as the key to the textures, instead of everything pointing to the same Game Object...

Tim spent his time setting up the widget system, and a font class... He is still working on it, but what he has works really well...
Our fonts are defined in a simple text file, and use that to map the characters from an image file...
The Widgets all have update and draw functions, and all our logic is being moved into different widgets...

He also created a way for widgets to handle input events... and created a button... And it worked... Pretty much everything we did today worked...

I also created a BMP file loader so now we support 2 types of image...
This was mostly copy paste from Tims TGA loader, as the file definitions are almost the same...

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