Hi everyone,

I've been off the loop for a while but I'm now planing to dedicate some time 
to the editor if it's needed.

First of all I want to say the GUI is looking good  : )


These are some notes, bug reports, etc. Some are new, some are old issues.


BUGS:

- pressing ctrl-g crashes with:
  File "tiless_editor.py", line 242, in on_key_press                            
                   
    self.grid_clicked()                                                         
                   
AttributeError: 'TilessEditor' object has no attribute 'grid_clicked'   

- cancel action in the layer-menu:
    can't close the menu without selecting any option
    pressing ESC crashes with:
  File "/home/nicolas/OS_projects/cocos2d-editor/tiless-editor/hud.py", line 
42, in on_quit
    self.hud.editor.set_current_layer (self.selected_index)
  File "tiless_editor.py", line 171, in set_current_layer
    self.current_layer = self.layers.get_by_depth(depth)
  File "tiless_editor.py", line 59, in get_by_depth
    return self.layers[z]
IndexError: list index out of range

- if a group of sprites are close to each other the sprite selected when 
clicking is not always the one you would expect to select according to the 
mouse position.

-related to the previous bug: when a sprite is already selected(green) if you 
click over it and drag but there's another sprite in the selection area (red 
sprites) you may end up picking the wrong one. Once a sprite is selected, it 
should always stay active on subsecuent mouse drags in it's area.

- If camera mode is activated while there's an active sprite the scroll_wheel 
scales the object instead of zooming in/out (looks like a handler 
precedence/event propagation issue).

- if a stamp is active when clicking on a toolbar button a copy will be 
stamped but it should not be.


USABILITY:
- It would be nice to start with at least one sprite layer created; I believe 
that's the most common use case, or at least this layer could be created the 
first time F3 is pressed if there are no layers in the project.

- it should be impossible to stamp the same sprite in the exact same position, 
rotation and scale it has already been stamped. This is specially important 
when "painting" (dragging a stamp) with the grid activated.

- We need a selection disambiguation method. One idea we had talked about: 
pressing TAB when a group of sprites are in the selection area moves a 
highlight among them.  I believe Kao was working on this...

- There should be a way to delete and to change the z-order of the layers.


USER INTERFACE:
- I think the "camera" mode icon should either be a camera or an open hand 
(drag icon).

- Should the ImageSelector scene have a clickeable Close button?

- Pressing F3 switches to stamp mode activating the current sprite as stamp if 
there's one selected and opening the ImageSelector if there is none. In a 
previous version you could press SPACE to re-open the ImageSelector inside the 
Stamp Mode but now there's no interface button representing this funcionality 
and pressing SPACE is not working either. This issue has been mentioned by Riq 
and by Ricardo and I believe we still need to find an elegant solution.



That's it for now... it's not exhaustive, but it's 4:40 AM already  : )


Salute,

NicoEchániz


PS: I need to be able to commit, whom should I ask?

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