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Tilemap editor feature

UI design and main goals of the tilemap feature: - [x] Everything related to tilemaps must be hidden until we create a new tilemap layer using a new *Layer > New Tilemap Layer* menu option (in this way we avoid bloating the UI with tilemap stuff) - [x] As tilemaps will be a kind of layer, we'll be able to have several tilemaps in one sprite - [x] One tilemap layer will have its own tileset, a tileset will have its own tile specs (grid size, etc.), but the tileset could be linked from an external file (with possibilities to embed the external tileset content inside the tilemap optionally) - [x] Each cel in a tilemap layer will be a new kind of image where each pixels reference a tile: - Each pixel in the tilemap image will be a 32-bit value with some bits to reference the tile in the tileset and other bits to specify flip and rotation - [x] When we create a new tilemap layer, it should behave almost exactly like a regular layer, and tiles should be handled transparently/automatically by default (so even if an user creates a new tilemap layer by mistake, she/he shouldn't see a different behavior from a default layer) - [x] When the active layer is a tilemap layer, a new set of buttons should be displayed in the color bar, those buttons should allow: - [x] Changing between the palette view <-> tiles view (keyboard shortcut: `Shift+Tab`) - [x] Changing between the automatic mode of handling tiles - [ ] Do some special operations to tiles, which should match future operat

Posted by dacap on Feb 24, 2016, 3:19 PM

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Tilemap editor feature

dacapFeb 24, 2016, 3:19 PM

UI design and main goals of the tilemap feature: - [x] Everything related to tilemaps must be hidden until we create a new tilemap layer using a new *Layer > New Tilemap Layer* menu option (in this way we avoid bloating the UI with tilemap stuff) - [x] As tilemaps will be a kind of layer, we'll be able to have several tilemaps in one sprite - [x] One tilemap layer will have its own tileset, a tileset will have its own tile specs (grid size, etc.), but the tileset could be linked from an external file (with possibilities to embed the external tileset content inside the tilemap optionally) - [x] Each cel in a tilemap layer will be a new kind of image where each pixels reference a tile: - Each pixel in the tilemap image will be a 32-bit value with some bits to reference the tile in the tileset and other bits to specify flip and rotation - [x] When we create a new tilemap layer, it should behave almost exactly like a regular layer, and tiles should be handled transparently/automatically by default (so even if an user creates a new tilemap layer by mistake, she/he shouldn't see a different behavior from a default layer) - [x] When the active layer is a tilemap layer, a new set of buttons should be displayed in the color bar, those buttons should allow: - [x] Changing between the palette view <-> tiles view (keyboard shortcut: `Shift+Tab`) - [x] Changing between the automatic mode of handling tiles - [ ] Do some special operations to tiles, which should match future operat

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