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Level editors made with MFC

Started by October 18, 2000 08:59 AM
3 comments, last by J2xC 24 years, 2 months ago
I''m sure I''m not the only one who''s making a level editor in MFC. So, I''d be curious to see how other people have made their level editors. I''m trying to make a drag and drop interface between dialogs and a main window, so if anyone else did something similar, I''d be happy to see it. At the moment the only choice I can see myself left with is creating a custom control for my dialogs by which I can select a single tile from a larger bitmap, for moving into the main window by dragging and dropping. Could anyone who''s done something even remotely similar with open source please tell me? Also, if you can think of a way for me to avoid making a custom control, that would be excellent. I''m already considering just switching to VB for making the level editor, as this is one hell of a pain J2xC (J. Connolly) "Carpe jugulum" - Seize the throat, title of Terry Pratchett novel(relating to vampires of course;))...
J2xC (J. Connolly) Ah! By popular demand, I shall no longer resist...
go with vb...

no reason really... I just love vb
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Most commercial tools are made with MFC, just like mos commercial apps are made with MFC. Using VB is stupid if your engine is already in C++, prevents from reusing code.

Tim

--------------------------
glvelocity.gamedev.net
www.gamedev.net/hosted/glvelocity
Tim--------------------------glvelocity.gamedev.netwww.gamedev.net/hosted/glvelocity
the way i made my tile palette when i did my map editor was just putting a docking dialog on the left side and sticking my map engine in there. the program then would create a map from the tile bitmap to be rendered in the tile dialog. once the user clicked inside of the client area of the box, the program calculated what tile was clicked by using the current scroll/pixel coordinates. multiple tile selection was also supported, which made it nice because you could have areas in your tile bitmap with related tiles, and you could copy them over easily.

i''ve pretty much abandoned that project now, since i''ve started up a new 2D graphics engine in D3D, but if you''d like screenshots and/or code, e-mail me at david@neonstar.net...

the project is pretty close to complete, only a few minor bugs. i dunno how much it would help, but i guess since i took the time to learn how to do everything right, i could at least help someone else to do it

dave

--
davidw@heehaw.com
neonstar entertainment
--david@neonstar.netneonstar entertainment
well i myself would never use Visual Basic. But you can get the two to work together if thats a good decision and it would be easier to use VB. You can create DLLs/etc in VC++ and make calls from visual Basic. I myself don''t see as much as tcs how code reuse is a problem as long as editor specific is kept seperate to vb. But it will be a general pain depending on the program. If you don''t already know Visual Basic good, Screw Visual basic I''d say perhaps.

cmaker

- its not the principle. its the money.
cmaker- I do not make clones.

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