The HUD objects will never be rotated. In addition, they are defined in the
InputController class based on screen coordinates, not the game world or even Open GL coordinates. Therefore, our
GameObject class is not a suitable parent class.
For the sake of simplicity, each of the three HUD classes will have their own
draw method. We will see how we draw them at a consistent size and screen position using a new viewport matrix.
Once we have created all three of our HUD classes, we will add all of the object declarations, initializations, and drawing code.
The first HUD object we will make a class for, is a simple button.
I am showing all the imports explicitly, as they do not get imported automatically. Note ...