timesynk/tile_editor
kts 48574819b8 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. 2014-01-20 17:00:40 -08:00
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Makefile 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. 2014-01-17 04:03:10 -08:00
assets.h 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. 2014-01-19 20:56:13 -08:00
elements.c 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. 2014-01-20 17:00:40 -08:00
elements.h 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. 2014-01-19 20:56:13 -08:00
font.c 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. 2013-12-31 02:34:36 -08:00
font.h 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. 2013-12-31 02:34:36 -08:00
helper.c 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. 2014-01-15 00:30:13 -08:00
helper.h 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. 2014-01-15 00:30:13 -08:00
main.c 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. 2013-12-31 02:34:36 -08:00
sdl.c 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. 2014-01-20 17:00:40 -08:00
sdl.h 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. 2014-01-19 20:56:13 -08:00
stubs.h 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. 2013-12-27 23:22:04 -08:00