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Layout Editor
Posted: Thu Aug 05, 2004 16:21
by scriptkid
Hi Eddie,
just to let you know that I'm working on the editor. Overcoming some compilation problems, also regarding boost and such, but step by step I'll manage. I hope to load my first layout this evening
From that point, things should go fast i guess.
Besides that, I'm writing down -per element- which properties are relevant enough to support. When I have the list complete, I'll post it here, ok?
Layout Editor
Posted: Thu Aug 05, 2004 17:53
by CrazyEddie
Hi,
Cool
Yep, posting your list here will be okay.
Looking forward to this
CE.
Layout Editor
Posted: Thu Aug 05, 2004 18:18
by spannerman
A GUI Editor would be a big bonus
Good luck, ScriptKid
Layout Editor
Posted: Fri Aug 06, 2004 07:54
by scriptkid
A GUI Editor would be a big bonus
Good luck, ScriptKid
Thanks
I'll do my best.
Now the compile problems are solved, I'm stuck into some linker problems. That's just the whole mix of MFC, boost, ogre, but....
After I shutdown my system last night, I though hey: why not just use the DX9 GUI renderer. The only thing I'd use Ogre for would be the resize boxes and the backgrounds, but that should be do-able with the GDI too.
I'll keep you updated on my progress...
Layout Editor
Posted: Fri Aug 06, 2004 08:25
by CrazyEddie
Using the DX9 GUI renderer sounds reasonable, the resulting GUI should come out looking exactly the same whichever renderer is finally used, therefore it's a good idea to use whichever renderer makes life easiest for the layout editor.
Layout Editor
Posted: Fri Aug 06, 2004 10:03
by scriptkid
Indeed, especcially since I already used Ogre's DX9 Render System / Window , because it's easiest to render inside an MFC view!
However users will of course be able to load the layouts in an Ogre environment.
Layout Editor
Posted: Mon Aug 09, 2004 20:55
by scriptkid
Hi,
Eddie, the login issue was a cookie problem i guess. So here i am, still at home
Below is a screenshot of my attempt to port my existing Ogre overlay editor to a CE gui layout editor:
The technical issues are solved, so i can now spend my time on porting
SK.
Layout Editor
Posted: Tue Aug 10, 2004 00:28
by Spoke
Wow.
I can tell you this is going to the THE TOOL, hehe good work man.
Layout Editor
Posted: Tue Aug 10, 2004 08:06
by CrazyEddie
Yes, this is looking excellent
I know that everybody is going to find this really useful, since laying out this stuff by hand is no fun at all.
Layout Editor
Posted: Tue Aug 10, 2004 12:14
by scriptkid
Hi,
thanks for the positive reactions
This certainly motivates me to finish this.
Layout Editor
Posted: Tue Aug 10, 2004 13:07
by saetrum
8O
Scriptkid, it's looking great. This will definately be a very useful tool.
Layout Editor
Posted: Sat Aug 14, 2004 16:41
by scriptkid
Hi,
I'm making good progress so I hope to upload a new screenshot soon
If you have excel, you can download this file:
http://www.2dgame-tutorial.com/downloads/CELayoutEditor.xls
It shows an overview of all CE system's properties and whether i will support them and/or when i will support them. This "living" doc will be re-uploaded now and then, which i will mention in this thread probably.
The number of green items seems a bit small, but i want to start with a basic implementation, therefore i have chosen the most important properties to begin with. Besides, i don't know enough about the system at the moment to 'weigh' each property. For example i don't know yet what the 'static' window and its derived classes are exactly for. I need to research those...
Layout Editor
Posted: Sun Aug 15, 2004 09:53
by scriptkid
Thanks
So I probably could use a StaticImage class to show backgrounds with? E.g. an in-game screenshot, so the users can see how their layouts will look in-game. I think i will, because i just notice that the 'dbgoverlay' also does that for the Ogre logo and such
Something more about 'the list'. I think that supporting certain 'colour' values can add quite alot to usability too, but i'm on holidays from the end of august, and i'd like to put some usable binaries somewhere before i drive off
So after that there will be more green properties
Layout Editor
Posted: Wed Aug 18, 2004 07:04
by scriptkid
Last night i ported the ability to add new windows to a layout. I also filter the window names on not being "__auto_" which really cleans up the browse tree
I'm going to add saving this week and then i'll test it to make it stable enough to post it somewhere before i go on holidays.
Some limitations of the first version:
-only one layout open at the same time
-only support basic properties, such as size, position and some booleans.
But it will contain (most likely):
-Multiple resolutions
-Setting a background
I'll let you know when i have a package to download