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On the right you can toggle through browsing the Assets, Sprites, Rooms, etc, which would be lists of selectable items, possibly with thumbnails if possible/relevant.
On the left would be a bunch of nested accordions with all the properties of the selected object.
In the middle the object of interest would be rendered, and likely manipulable (e.g. in a room you could rearrange sprites).
In the bottom I guess would just be a big text box where XML would get vomited out, possibly with some other information if relevant (e.g. your mouse is at (300, 200) in firstRoom).
It's really unpolished. I set it up so the middle is "liquid", but in retrospect the two sidebars should probably be the "liquid" ones around the otherwise fixed canvas. Also the columns don't extend down to the bottom.
Thoughts?
The text was updated successfully, but these errors were encountered:
Here's my mockup of the new layout, largely based on the old layout:
http://cg.scs.carleton.ca/~abeinges/sburbUI/
On the right you can toggle through browsing the Assets, Sprites, Rooms, etc, which would be lists of selectable items, possibly with thumbnails if possible/relevant.
On the left would be a bunch of nested accordions with all the properties of the selected object.
In the middle the object of interest would be rendered, and likely manipulable (e.g. in a room you could rearrange sprites).
In the bottom I guess would just be a big text box where XML would get vomited out, possibly with some other information if relevant (e.g. your mouse is at (300, 200) in firstRoom).
It's really unpolished. I set it up so the middle is "liquid", but in retrospect the two sidebars should probably be the "liquid" ones around the otherwise fixed canvas. Also the columns don't extend down to the bottom.
Thoughts?
The text was updated successfully, but these errors were encountered: