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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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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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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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 |