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[Freeciv-Dev] Re: Getting rid of Isotrident
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[Freeciv-Dev] Re: Getting rid of Isotrident

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To: Jason Short <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Getting rid of Isotrident
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 17 May 2002 20:02:03 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Fri, May 17, 2002 at 01:17:33PM -0400, Jason Short wrote:
> Per I. Mathisen wrote:
> 
> > Maybe Jason could be persuaded to resume work on his on-the-fly tileset
> > changing patch... :)
> 
> Actually, I would love to do so.
> 
> However, there are a few things I would like help with:
> 
> - The type of tileset you're using should be saved in the freecivrc file 
> when the client exits.  This means if you do ./civ -t trident once, 
> trident will be the default next time you run the game.  It also means 
> if you switch tilesets in-game, the switch will be persistent.
> 
> - I would like for the list of tilesets to be generated dynamically 
> rather than hard-coded.  (This will obviously be desirable at some 
> point.)  To do this, the first thing is that it'd be good to add a 
> viewing name to each tileset.  Alternately, I suppose I can just take 
> the standard name and capitalize the first letter (trident->Trident).
> 
> - I also need to be able to determine what the list is dynamically. 
> This most likely means scanning for tilespec files or some such.  Could 
> someone put together a function that does this?  Something like:
> 
>    char** scan_tilesets(void);
> 
> where the return value is a NULL-terminated list of strings (the tileset 
> names), dynamically allocated.
> 
> 
> With a list of tilesets, I would dynamically generate a submenu that 
> allows the player to choose their tileset (i.e. view->change 
> tileset->trident).  This code would be fairly simple, but would 
> obviously have to be duplicated for each GUI.
> 
> Once this is done, the only remaining problem is that it's hard to get 
> everything just right on the tileset switch.  But I think such a feature 
> should still go into CVS: it should be labeled as "experimental" and 
> possibly we should say things might not work quite right until you 
> restart the client.  But almost everything does work right now (the 
> biggest problem is memory leaks).

And/or add a tileset selection to the new game startup. Case
closed. Problem solved.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  What's nice about GUI is that you see what you manipulate.
  What's bad about GUI is that you can only manipulate what you see.


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