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Topic: The Sphere Studio v1.2.1 (Read 2625033 times) previous topic - next topic
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Re: Radnen's Sphere Studio v1.1.6.0

Reply #210
Radnen, do you mind if I go ahead with converting the rest of the built-in editors to plugins?  I don't want to have to deal with a merge conflict if you're already in the process if doing so.  Oh, that reminds me, it looks like you didn't make a commit for 1.1.6.0...

Re: Radnen's Sphere Studio v1.1.6.0

Reply #211

Radnen, do you mind if I go ahead with converting the rest of the built-in editors to plugins?  I don't want to have to deal with a merge conflict if you're already in the process if doing so.  Oh, that reminds me, it looks like you didn't make a commit for 1.1.6.0...


Yeah, you can go ahead now. The latest commit was just a simple version number change to identify the most recent build.

It's a file I (creatively) called tasks.list, if you do not have one in your project then it doesn't matter. I just tested the sphere editor out of the box, it works perfectly. Did you set correct paths for the engine and editor? Did you try running it as a Windows admin (right-click and choose "run as administrator")?
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.

Sphere-sfml here
Sphere Studio editor here

Re: Radnen's Sphere Studio v1.1.6.0

Reply #212
Wow, apparently I had no idea what I was getting myself into. :P  The map editor has so many sub-components... this is going to take a while.  The main issue is changing all the namespace references; I can't use Visual Studio's built-in identifier renaming for this unfortunately.

Re: Radnen's Sphere Studio v1.1.6.0

Reply #213

Wow, apparently I had no idea what I was getting myself into. :P  The map editor has so many sub-components... this is going to take a while.  The main issue is changing all the namespace references; I can't use Visual Studio's built-in identifier renaming for this unfortunately.


Yeah it was pretty heavily integrated, also the script portion would be the hardest; do you use a plugin or do you keep it separate?
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.

Sphere-sfml here
Sphere Studio editor here

Re: Radnen's Sphere Studio v1.1.6.0

Reply #214
I like the idea of using a plugin, but that requires an additional feature for a plugin to specifically register itself as, like, a default script editor or something?  I think I'll just keep the internal script editor there for the time being.

Re: Radnen's Sphere Studio v1.1.6.0

Reply #215
Since you're looking into the map code, what do you think of the editor's map blitting code? Isn't it rather neat, Google maps inspired me. :)
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.

Sphere-sfml here
Sphere Studio editor here

Re: Radnen's Sphere Studio v1.1.6.0

Reply #216
I didn't look too much at the code yet, but I'll be sure to check it out now. :)

edit: Holy shit, this thing is a monstrosity. Which class handles map blitting, exactly? :P  I think I'm almost done with the conversion... still won't compile, need to move all the resources over for the toolbar icons and stuff.

Re: Radnen's Sphere Studio v1.1.6.0

Reply #217
@Radnen:
Almost done, there's just a few snags preventing me from finishing the conversion: Global.IsScript() and Global.CopiedEnt. Neither of these seem to be available from plugin code and it looks like MapControl depends on them.  What should I do?

Re: Radnen's Sphere Studio v1.1.6.0

Reply #218
The two globals can be stuffed into the map plugin, I don't know where IsScript would be used but CopiedEnt is really only used by the map editor, make it a private static field.
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.

Sphere-sfml here
Sphere Studio editor here

Re: Radnen's Sphere Studio v1.1.6.0

Reply #219
Yay, the map plugin works!  I feel like it's a bit bloated though, some of the stuff could go into Sphere.Core I think (the Drawer2 being the main candidate)... but that's the biggest one out of the way, now I have the spriteset and windowstyle editors to do.

Re: Radnen's Sphere Studio v1.1.6.0

Reply #220

Yay, the map plugin works!  I feel like it's a bit bloated though, some of the stuff could go into Sphere.Core I think (the Drawer2 being the main candidate)... but that's the biggest one out of the way, now I have the spriteset and windowstyle editors to do.


Woah, yeah, umm that would go right into an image plugin. So... I think it's wise to have the ability to set default sound / image / etc. plugins.
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.

Sphere-sfml here
Sphere Studio editor here

 

Re: Radnen's Sphere Studio v1.1.6.0

Reply #221
Yeah, I decided to hold off on further plugin conversion until some updates are made to the plugin system.  Otherwise we'll end up with 5 separate copies of core components.

edit: I opened a pull request on GitHub, this way you can test the map plugin too.  I haven't gotten to the map-making stage in Spectacles yet, so I won't get much mileage out of it.  You'd be able to test it more thoroughly, I think.

Re: Radnen's Sphere Studio v1.1.6.0

Reply #222
Chrome wouldn't let me download the editor; says it's malicious or something like that. Had to choice but no discard it D:

Re: Radnen's Sphere Studio v1.1.6.0

Reply #223

Chrome wouldn't let me download the editor; says it's malicious or something like that. Had to choice but no discard it D:


It's fine. I can guarantee that! :) Chrome says that to any software that doesn't pay a million dollar license, small homebrew apps like this always get the short end of the stick sometimes.
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.

Sphere-sfml here
Sphere Studio editor here

Re: Radnen's Sphere Studio v1.1.6.0

Reply #224
@Radnen:
Just added an image editor plugin.  Now I just need to come up with a way to get other plugins to be able to call into the image plugin and I'll be able to do the spriteset and windowstyle editors. :)