Re: Beginning to extend csVariantType

Andrei Bârsan <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
Greetings,

I was currently thinking of what kind of GUI element would correspond to 
what data type. For things such as strings, integers and floats, it 
would be obvious, but other thing seem to be a little trickier. Here's a 
list of such elements, together with a possible concrete implementation 
that I thought of:

csArray
-------
I think it should simply represent a collapsable set of various other 
properties (like how a Vector/Color can be expanded to edit various 
components, only generic)

iBase
-----
Maybe represent it as a drop-down menu of various other elements in the 
scene? (obviously populated based on its contraints, if any are present)

keyVal
------
A key-value pair. Should these things be editable on their own, or only 
as part of a keyValList?

keyValList
----------
Maybe also represent them like a csArray (expandable in the GUI panel), 
only with both key and value modifiable. Should we limit the keys to 
strings?

matrix3
-------
So we'll basically going to need an efficient way to edit 3x3 matrices. 
Could a simple text field where all 9 values get entered suffice? Maybe 
a two-level collapse section to expand into rows, then cells?

transform
---------
see matrix3

After this, another problem seems to arise: After working with the graph 
nodes' properties and the GUI generation, what will the next step be, 
considering that csEditor is currently getting scrapped? We'll 
eventually have to build some sort of environment to test actual 
implementations of iModifiable stuff, such as particle systems, cameras, 
lights etc. How would something like this be done? Would all the major 
csEditor functionality have to be re-implemented?

And another note:
The float slider gets reset when it loses focus (through the selection 
of another button). It also still gets rendered when the property panel 
it's in collapses. Should I attempt to study its code and fix these bugs?

Regards,
Andrei Bârsan


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