You can really have both.
Use the preprocessor to have stuff like
#if PLATFORM == WINDOWS
  //Windows-specific code
#elif PLATFORM == POSIX
  //POSIX code
#elif PLATFORM == LOL_OS
  //lol code
#endif

On Thu, Mar 18, 2010 at 7:37 PM, Harry Jeffery
<[email protected]> wrote:
> As Steam + Source engine is moving to mac and possibly/hopefully linux
> in the near future I'd recommend keeping this as cross-platform as
> possible. Advanced Windows 7 features such as the task-bar
> progress-bar aren't that important to be honest.
>
> On 18 March 2010 08:53, Jonas 'Sortie' Termansen <[email protected]> wrote:
>> Thanks Cory for your suggestions, they are quite useful!
>>
>> I have been thinking the UI through and done some concept art in paint. I 
>> realized you never use/need to change most settings in VBCT. Instead I have 
>> been focusing on those that you really do need and designed them to be 
>> useful. None of this is implemented yet but I managed to get the batch 
>> compiling working perfectly yesterday. What I propose is this:
>>
>> - To make things simpler I will make the main screen only contain this: 1) a 
>> dropdown list of all mods in gameconfig.txt for both ep1 and orangebox, 2) a 
>> dropdown list of all .vmf files in mapsrc for the mod, 3) a dropdown list of 
>> all configuration, 4) a big Compile Map button and Cancel Compile, 5) a 
>> progress bar and the option to watch the compile output, and 6) various 
>> buttons to show the user friendly advanced buttons.
>> - Most of the time you just want to compile a single map for instant testing 
>> ingame. So instead of having to browse for a map manually, I will make the 
>> program scan all mapsrc\ folders and make it default to the most recently 
>> saved .vmf file, as this is most likely the one you want to compile.
>> - I will also show all recent .vmf files newer than their .bsp counterpart 
>> under the title "You probably want to compile these:"
>> - The user is also likely to the same compile flags for most compiles. So I 
>> will use configurations such as Debug (HDR only), Release (LDR+HDR), Final 
>> Release (Both -final) and so on. The user will be able to edit this list.
>> - The program will assume all the default values for which mod to use, what 
>> map to compile, and with what configuration. This will allow the mapper a 
>> one click compile in most cases, as well as allowing him to easily change it.
>> - The user will be able to add maps to the compile queue while compiling 
>> other maps and be able to watch the progress for them seperately.
>> - It will be possible to change what tools will be called and add new ones.
>> - And there will be a progress bar showing how the compile comes along in 
>> the Win7 superbar.
>>
>> And more, there are just some of my ideas for the ideal interface, and it 
>> isn't hard to make.
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>>
>
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