Author Topic: map preview code  (Read 1236 times)

treba

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map preview code
« on: 5 May 2012, 12:00:23 »
hey everyone,

i was just wondering if anyone could tell me which part of the code in megaglest is responsible for the map preview, as i want to reuse it for my editor (to make it possible to define areas in a graphical way)

thanks in advance

softcoder

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Re: map preview code
« Reply #1 on: 5 May 2012, 15:37:15 »
Actual rendering code in renderer.cpp:

Renderer::renderMapPreview

called from some of the menus like this:

renderer.renderMapPreview(&mapPreview, renderAll, 10, 350,&mapPreviewTexture);

treba

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Re: map preview code
« Reply #2 on: 5 May 2012, 17:30:46 »
thanks softcoder!
i was actually more looking for the part of the code that reads the data from the file, but i guess i found it now (in shared_lib/sources/map.cpp MapPreview::loadFromFile)

Coldfusionstorm

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Re: map preview code
« Reply #3 on: 7 May 2012, 02:06:16 »
This is exelent!, if you need help testing treba im on Windows and Linux :P:thumbup: :thumbup:
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wciow

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Re: map preview code
« Reply #4 on: 7 May 2012, 09:04:47 »
You might also want to check the GAE map editors "show map" function which calls the engine to render only the map without starting a game.
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treba

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Re: map preview code
« Reply #5 on: 7 May 2012, 19:50:09 »
ok, seems to work pretty well. got most things rendered now.
(click to show/hide)

Coldfusionstorm

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Re: map preview code
« Reply #6 on: 7 May 2012, 19:52:21 »
And now the plan is to make it graphical did i understand that correctly?
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treba

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Re: map preview code
« Reply #7 on: 7 May 2012, 20:17:24 »
well no, this i way to much work in the moment. maybe some later time.
the next step is to make it possible to select areas to e.g. place units. i would love to do in directly inside the engine, like in wc3, but i think with this 2d map, it's also quite easy already.

Omega

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Re: map preview code
« Reply #8 on: 8 May 2012, 05:59:32 »
By the way, your image is showing a typo. Should it say "Title" instead of "Titel"?
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