Well - turns out I was doing missing something obvious. Lol of-course the mouse position was messed up - I was not informing SUIT about the camera. I knew it would have been something obvious I was doing wrong. Still one line of code fixes the problem.
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Might also do a mouse over graphic for the mouse on the menu bar.
Now all inputs are supported in the menu except touch. (I can't test that so its kind of hard to implement.)
Once I have the buttons all triggering on the mouse its going to be time to put this code into the skeleton framework version of the project I have. That will be the first update where its all working with hump.gamestates and not all jumbled together into one huge main file.
Next on the list will be adding in the actual meat and potatoes of the character stat generator to the demo. Yes there actually is a bare bones menu and functionality outside of the character stat information menu lol. Basically today is brining together all the separate parts of the program I had worked on. Where there are assets for stuff I did for different parts of the program I will include them also. Going to be a lot of place holder type screens. But your get the idea of what's going on and it should start to look more like a game. (just not one with too much going on at the moment lol.)
Have been looking at how isometric tile-maps work in tiled and its a bit like hocus-pocus to me at the moment lol., While I would like to use isometric tile in the game its currently not on the cards as my window-licker brain can't figure out how to do it. What I can do for now is top down tile maps. So I figure until like the 2001 ape I can touch the obelisk and gain enlightenment its better to get something working than nothing. Anyway you guys will see it later. Once again I am probably missing an obvious trick with that. lol.
Had a great day with lots of progress. Mainly in assets. Having spent a few hours relearning how to use a tracker, I can now create some nice tunes for my games. This is great because while there are some excellent resources out there for use. It's always nice to be able to make something exactly as you want it for the game. The program I use on linux to do the tracking is milkytracker. Its very similar to trackers that you used to get on the commodore or the atari ST back in the day. If you are used to that sort of program you will pick it up extremely quickly. What I like also is you can create some very complex tracks with very little. As it stands each hub could have its own theme. Different music for different scenes. Game over themes, powerup fanfares ect..
On the programming side of life - have the character stats menu now working with mouse support. been getting the skeleton scenes done for the rest of the program with place-holders. and am trying to keep everything straight and planned out on a big sheet of paper I have on the wall. Hopefully that will keep things from getting too crazy and its good to be able to see the overall plan. I can just cross them off as I finish each part.