Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views


Sign in to follow this  


Graaahhh! It seems like I end every nightly coding session with a frustration... the windows are no longer related, however, thanks to the magic that is boost::bind the Tilesheet Editor can open/close the Tile Editor. Which is good.

The bad part is that (for some reason) the dragging code which I fixed months ago is bork. Like, if you wave the mouse around really fast you'll "drop" the window, and it'll still be in the drag state or something. I have a feeling this was from me mucking around in the window code earlier (trying to fix subwindowing) before I decided to ditch it and just hack it with boost::bind.

Needless to say, it'll be fixed in the morning.

Editor design-wise; the tilesheet editor is a "child" (lol not anymore with the hacked apart window class :D) of the map editor. Basically the structure looks like this -
+- Map
+-+- Tilesheets (essentially a texture)
| |
| +---- Tiles (essentially texture coordinates)
+--- Collision Lines
+--- Shadow Maps (a possibility)
+-+- Objects
+---- Attributes, etc.

GUI-layout wise; the tilesheet editor is going to have some kind of display between the bottom of the window and the bottom of the tilesheet picture showing either thumbnails or a textual list of all the created tiles, as well as buttons to delete/edit them.

Creation of a tile is done by clicking the "New Tile" button which pops up the Tile Editor, which should be renamed "Texture Coordinate Finder". Then you click the non-existant "OK" button which sends a WM_DESTROY notice out when it dies, and the Tilesheet editor grabs the texture coordinates from it and makes a new tile.

Now I just have to remember... is the WM_DESTROY message sent before or after deallocation? Does the window even get freed? I don't think it does, actually. Hrm...

Yeah, after this I'm definitely scrapping the GUI code >:|

Night everyone! :D
Sign in to follow this  

1 Comment

Recommended Comments

Hey, nice work on the GUI, mine always end up looking like crap.

BTW, I sent you a PM detailing how we planned to do some stuff.

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!