[Luciditygkit-users]oops! (my mails went missing!)
Status: Beta
Brought to you by:
dgowers
|
From: David G. <ne...@Ma...> - 2002-02-03 12:42:26
|
saturday 02 2002:
copied across gui routines, adapted to new framework. cut out useless
procedures (ones that I know I won't be using and are possibly obsolete)
compiled successfully.
drew the mouse pointer (at the size it would be if the screen resolution
were 3840x2880 ). wrote the mouse-pointer-scale-and-fixup code.
added ohr-style number editing,
and ohr-style submenus. tested them.
changed number editing as a result of discussion with shizuma. they are
now of the format " hero < # > " where # is the index currently selected.
also added the ability to support the other type integer-based number
editor ( eg "Blunt/Sharp/Normal/etc")
added ohr-style text editing. doesn't support (alt+KEY) yet.
began making the o2ku hero editor dialogs.
unknown time:
I've created and tested the automatic build system.
basically all that's required to add an extension is to add it to a
few lists and recompile :)
each directory has it's own makefile now, which makes maintenance hugely
easier.
I've copied all but one of the libraries across, adapted them to the new
building system, and compiled them successfully.
i wrote most(all?) of the code for a button-type dialog widget, which
basically seems to eliminate the need for menus. it's like a
"menu-in-a-button" (no, it doesn't popup a menu). it behaves somewhat
like the buttons of this type used in Blender.
extensions:
integrated OHRRPGCE .RPG fileformat(s) loading and saving (also
importing/exporting in human-readable formats) , step 1
(from ohr-lib.c, ohrie.c).
Step 2 is to make a visual interface for them (which would be O2KU)
Step 3 may be to interface them with Lua (for use in the editor). I think
I'll wait until someone requests it, as it's not that important
currently.
current size of source tree: 852k.
at release time, i expect the source tree to be upwards of 1.2mb in size.
the o2ku "oldstyle" interface may have scrolling (like the "bitsets"
screens in ohrrpgce.). I've determined how I can generate both (newstyle
and oldstyle) with one set of code.
coordinate helper functions written. I'm not using them yet.
animation updating functions written, animation frame structures now have
a boundingbox included. editor and runner have different animation
structures. animations are saved in editor format, and converted when
loaded in, if necessary. editor -> gamerunner animation format convertor
written.
copied sprite editor across, adapted to new framework.
------------------------------------------------------------
Get your FREE web-based e-mail and newsgroup access at:
http://MailAndNews.com
Create a new mailbox, or access your existing IMAP4 or
POP3 mailbox from anywhere with just a web browser.
------------------------------------------------------------
|