On 23 December 2010 09:03, James Paige <[email protected]> wrote: > On Wed, Dec 22, 2010 at 03:28:34AM +1300, Ralph Versteegen wrote: >> On 15 December 2010 14:07, <[email protected]> wrote: >> > james >> > 2010-12-14 17:07:24 -0800 (Tue, 14 Dec 2010) >> > 90 >> > Some trivial tinkering with the Editrunner. >> > (that doesn't do anything new or interesting) >> > --- >> > U wip/editrunner.bas >> > U wip/items.reld.editor >> >> I'm not sure what you intended to use slices for, but I don't see a >> way for them to actually simplify anything. If you want to integrate >> an editedit-based menu into a slice based menu, we could draw the >> editedit menu onto a videopage that is a view on a Frame. (I'd love to >> think about what a Menu slice might be.) > > Editedit menus are not just going to be text based. They also need the > ability to preview sprites, or to arrange text menu items into columns. > I am also thinking I want editedit menus to animate a little when you > switch menus (probably the current menu will slide off screen to the > left, and the new one will slide in from the right. > > Slices seem to be the best way to do all of that, especially menu items > that have sprite components. > > --- > James Paige
Arrange menu items into columns? Animation? Sprite components? Those sound exactly like desired features for Menus or some kind of Menu slice. I've been trying to figure out for a while how Menus might support all that kind of stuff, including menu items which are slices instead of strings (eg. a picture of an item plus a caption textslice). I thought that arranging menu items into columns would somehow involve a grid slice, and that current menu layout options would create a default slice layout, which would be bypassed by providing a manually laid out slice collection. But I just can't work out any decent design. Any ideas? Menu menus are disappointingly inflexible and unideal for use in Custom, but those features sound like stuff we want, somehow, in Game, and kind of orthogonal to the RELOAD editing portion of editedit. So maybe it could somehow be broken into a separate system? Also, the map and sprite editors need rewriting, and they'll be slice-based and mouse-enabled with clickable buttons; and I also wanted floating menus in windows (for editing NPC instances) and, if our backends could support it, multiple window panes. This sounds like yet another place for a generic slice-based editor abstraction. I'd love a universal and flexible menu system, but I suspect it's too much to ask for. _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
