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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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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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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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 |