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Makefile
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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 |
assets.h
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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 |
elements.c
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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 |
elements.h
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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 |
font.c
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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 |
font.h
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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 |
helper.c
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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 |
helper.h
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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 |
main.c
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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 |
sdl.c
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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 |
sdl.h
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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 |
stubs.h
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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 |