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Separate the polygon editor from the sprite editor #18
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In fact, the class can't contain the polygon treeview editor as it contains some specific Sprite features such as copying the mask to the whole animation and so on... |
A For the treeview, it may be excluded from this refactoring for now.. Maybe it could be included just after, and provide a separate method to customize the toolbar (so that the sprite editor can add its own buttons in the toolbar :) ) |
Currently working on it on my fork's polygon-edition-helper branch. |
Excellent choice, I think it's the best choice to make for a helper class Keep up the good work, let me know if you need help on a particular point :) |
Use same context, render texture and rendering types to optimise 2D/3D rendering of many layers
Hi,
I've created that issue to discuss the way the polygon will be separated from the sprite editor.
For me, it can be made using a main class called, for example, PolygonEditor (maybe it's not a good idea of name as it's not a standalone editor, but an helper plugged to a wxPanel of wxScrolledWindow) or PolygonEditionHelper.
Then, the class will contain some functions that we will call from the Panel/ScrolledWindow using it :
DrawEditor(wxDC&, wxPoint offset)
,OnLeftDownEvent(wxMouseEvent&)
to be called from the Panel when the left mouse button is pressed.Also, the class will contain the polygon "treeview" editor (to be added manually to its AuiManager or automatically from the ctor ?)
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