Plan
Right now pixelate is in a discomforting phase; there are lots of 'loose-ends' and lots of drastical changes stands in line:
- The first version presupposed a single workarea, not multiple as is needed for the animation
- The first version supposed a load-via-command-line, save-on-exit procedure for handling files - to simplify away the need for load&save dialogs. The latter is obviously not a problem any more, so I've decided to obsolete that kind of usage pattern and use the more traditional and flexible load&save dialogs (but probably without a fancy point-and-click-through-catalog-tree interface -- it'll be a single-line-input interface..)
- The first version's tools are a bit buggy and unwieldy right now. Eg. they don't shift the beforementioned pixel-beneath-cursor color upon user clicks on the palette
- Enable loading and saving. First make sure the Sprite to/from SDL_Surface functions are working correctly, and their companions read/writePalette. These functions could be placed in a SpriteSDL module. Then integrate these functions with pixelate's work structure
- Enable color manipulation via slides. Make sure all pixels onscreen affected gets updated: palette, work area, pixel-beneath-cursor.. Also make sure the load/save functions reflect the changes.
- Enable multiple work areas: animation. The immigration could be done in steps: first add a button that copies the current image and inserts a new frame last with same content. Saving/loading should reflect this change. Then enable PageUp/Down to shift current frame - a static text widget to show the current / total number of frames would be approprite.
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