> Then it should be important to draw the line between "drawing" and
> "user interface" now, if we intend to not use libgag, at the very
> least. This is quite troublesome, because "drawing" is part of the
> user interface, so should our "Drawing" class truly handle the user
> interface? Like button clicks? It seems not, but then so, what should
> our "Drawing" class do?
>
> One idea is to have the Drawing class plain and simply draw things,
> and nothing else. Then have the MapEditor and GameGUI decide what is
> to be drawn and handle the user interface appropriettly, but this
> seems strangely like we could do this with libgag, having the
> "widgets" do drawing of individual parts for their oversear, MapEditor
> and GameGUI.

I think that's right. The Drawer helper class only draws. Then the widget 
which will contain an instance of this drawer and manage the user feedback 
(like scrolling, selecting units, ...)

Steph


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