kts
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42de0d491c
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Fixed up potential bugs and warnings revealed by clang.
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2014-04-29 13:08:08 -07:00 |
kts
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d42b12885f
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Added a load module state that provides a button list of modules found in the ../modules directory. When clicking on one, it will attempt to load ../modules/MODULE_NAME/MODULE_NAME.tsd into struct Data* g_tile_data. If it succeeds, it switches to a test state where I will be tweaking stuff like tile movement and similar. I will also add spritesheet loading in the load module state.
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2014-03-11 23:56:23 -07:00 |
kts
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bbcd6cd0aa
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More stuff added - how nondescript. In particular, data.c/.h now includes a function for loading in a .tsc, or timesynk configuration file, into a Table. This adheres to the information regarding the timesynk Configuration Syntax on the wiki. This feature has been implemented in the engine, as video width, height, and other similar options are loaded from the settings.tsc file relative to the engine. Also added a modules directory with a basic skeleton for the Xibalba module.
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2014-03-02 22:10:49 -08:00 |
kts
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48574819b8
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I have Done The Right Thing(tm) and made the tab key jump to the next Spinner or TextInput element it can find in the Element chain.
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2014-01-20 17:00:40 -08:00 |
kts
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2e48e2e1fa
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The tile editor's Data struct(tiles_data) isa) and accompanying sets(up to 7 default) are now created on start. This allows for the saving of Data without a file needed to be loaded prior. Some code should be moved to data.c/.h and the entire thing needs to be stress tested.
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2014-01-20 06:46:32 -08:00 |
kts
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75b1960fe1
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Table's count property was not initialized to 0 in newTable, thus causing erroneous behavior on OS X - now initialized properly.
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2014-01-20 02:44:59 -08:00 |
kts
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149cd25ef9
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After much struggling due to a fool's lack of documentation, the tile_editor is now (seemingly) fully functional. Changes to tile entries can now be made by adding/deleting/modifying the UI elements and pressing the 'commit changes' button. This only does a change for the TileData, etc., stored in ram. These changes can be saved to a file by specifying a filename in the data field and pressing the 'save' button. On a more technical note, fixed some bugs in the data reading code, such as inventory lines being partially read but then being assigned as a simple key=>string pair rather than an InventoryData struct - this, of course, caused segfaults and was particularly mystifying. Table structs now also have a 'count' property that is incremented or decremented whenever a TablePair is added.
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2014-01-20 02:21:15 -08:00 |
kts
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9fe34501b5
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Added a commit changes button that will save the key=>value Elements to TileData/TablePair/InventoryData, etc. structs. At the moment it only parses the elements and printf()s the key=>value pairs, including inventory elements.
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2014-01-19 20:56:13 -08:00 |
kts
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8615026e0b
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Fixed a minor bug wherein the editor_elements ElementList's last property was not set to the Inventory Item Element of a new Inventory declaration.
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2014-01-19 18:02:54 -08:00 |
kts
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a81419d662
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Adding and deleting of Pair(s) and Inventory(s), as well as adding and deleting of Inventory Items now fully works. Some of the code is messy, but it works fine. Next on the itinerary is the saving of changed Elements to TileData/TablePair(s), then the saving of all such changed data back to a tsd file\!
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2014-01-19 17:43:36 -08:00 |
kts
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ff8409be64
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Added UI elements for InventoryData in the tile editor. Also added various buttons for deleting key=>value pairs and for adding new pairs, new inventories, and new inventory items. These buttons do not change anything at the moment. Also changed the tile editor's dimensions.
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2014-01-19 02:29:01 -08:00 |
kts
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38f62c970e
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Spinner and TextInput Elements now change cursor position based on mouseup coordinates.
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2014-01-18 03:52:31 -08:00 |
kts
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30f71466fd
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Much progress on the tile editor, as it can now read in a .tsd file using the earlier developed data.c/data.h (Data, TileSetData, TileData, etc. structs and accompanying functions). Once a file is successfully loaded, changing the set/id will attempt to populate the GUI with key=>value pairs for the given tile, if it exists. Partially implemented is the parsing of InventoryData. Will implement adding new TablePairs through the GUI and the saving of any changes back to a .tsd file. Fixed some memory allocation problems as well - some leakage still existing in the tile editor as well as the Data functions/structs, but they are noted and will be taken care of in time.
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2014-01-17 04:03:10 -08:00 |
kts
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3b6160cb51
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Spinner now has increment and decrement buttons, as well as mousewheel support. Mouse clicks now handled by the elements system rather than SDL. Tiles in the spritesheet view can now be clicked on, changing the currently focused tile id.
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2014-01-15 05:52:36 -08:00 |
kts
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cfb2eda1c4
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Added tile_editor/helper.c/.h to the Tile Editor target in xcode. Also removed tile_editor/.helper.c.swp file that accidentally was committed.
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2014-01-15 00:32:48 -08:00 |
kts
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ae5cbb9b4e
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Tile editor becoming more functional. Set and id input now use the SpinnerElement type that only takes numerical input, increments or decrements via up/down keys, and runs its callback after any change. Currently loaded set's spritesheet shows in the right-hand side of the screen, resizing the screen accordingly. This spritesheet preview will be used as a way to load tile data visually rather than via tile ids.
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2014-01-15 00:30:13 -08:00 |
kts
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874378c5a7
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The tile editor now compiles and works on Linux/X11. Fixed quite a few memory allocation related problems and added code for free'ing Element(s).
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2014-01-09 21:50:23 -08:00 |
kts
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2c28c31bf8
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Tile graphics may now be loaded by specifying the directory in the tile editor and pressing the load button. It will then look for doors.png, equips.png, floors.png, items.png, npcs.png, players.png, and walls.png. If any of these are not found, some or all of the graphic sets will be unavailable (the program iterates through them and returns if any fail, so if the 3rd tileset to be loaded fails, all thereafter will not load). The set and id can also be specified, after which the tile's graphic will be displayed.
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2014-01-09 06:41:50 -08:00 |
kts
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b1aa56cade
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The tile editor has moved well beyond a skeleton, although much work is yet to be done. Added an Element struct for the tile_editor - basically the catch-all for input boxes, buttons, text fields, drop-down menus and so on. Fully functional is the button and text types, semi-functional (only visually) is text input (needs to be focus/editable), and non-existing are drop-down menus. The button callbacks for data and graphics loading do not actually load anything yet - will be done after text input, ofc.
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2013-12-31 02:34:36 -08:00 |
kts
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4ca32efeee
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Added an empty skeleton for the tile editor, including its own sub-directory in tile_editor/ (along with corresponding Makefile), as well as its own Target in timesynk's XCode project file.
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2013-12-27 23:22:04 -08:00 |