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    iarwain
    @iarwain
    Also your first example contains inheritance + override, but you can also have inheritance without override, such as:
    [Ball]
    Alpha = 0.2
    
    [RedBall@Ball]
    Color = (1, 0, 0)
    Sausage Johnson
    @sausagejohnson

    So, that's not quite right

    Knickers! My mistake, Red was a typo.

    Thanks for that.
    iarwain
    @iarwain
    No worries, just wanted to make sure we had the exact same terms :)
    Sausage Johnson
    @sausagejohnson
    Yep exactly what I was after. Showed some config to our designer here during the week. Got some good feedback for me to come up with some small mocked pieces for discussion.
    iarwain
    @iarwain
    Some config?
    Sausage Johnson
    @sausagejohnson
    Yeah. He can handle technical requirements. I was showing him the inheritance of objects and got his opinion for clean ways to express it in UI.
    Got some good inspiration.
    Working on a couple of ideas.
    iarwain
    @iarwain
    Ah nice
    thegwydd
    @thegwydd
    From time to time I like to play with the idea of an editor, but every time I see I can't finish it because lack of time and too many features. The story of my life :)
    Now I have the skeleton of an ImGui based one with reduced features and based on plugins
    image.png
    It's more a section editing helper with preview of sections. You select a section, tell the editor to see it as an orxOBJECT or orxGRAPHIC or whatever, you see an editable preview on the main canvas
    iarwain
    @iarwain
    ah nice!
    thegwydd
    @thegwydd
    by tweaking properties you see thing changing, when editing physics bodies you will be able to resize and move stuff
    but
    but
    but
    it's a work in progress and meant to be a really simple tool
    iarwain
    @iarwain
    I'm sure that if you were to post on the forum/gitter (main channel), you might find other community members that would be interesting in helping
    I like simple :)
    Sausage Johnson
    @sausagejohnson
    @thegwydd nice!!!
    This is what imgui is opening for us.
    thegwydd
    @thegwydd
    But I have a proposal to change the way CreationTemplate and SettingsTemplate are done
    because I'd like to load them to have models of orx objects
    the editor internal workflow is the following
    the editor starts, loads creation and settings ini file and builds internal models
    iarwain
    @iarwain
    sure, I'd be happy to modify them in order to make them work as real templates (that was the original idea)
    thegwydd
    @thegwydd
    the user opens an existing or new game ini file and has a list of unknown sections
    then selects a sections and adds a tag to say "see this section as a graphic" or "see this section as an object"
    the editor then loads infos from the models previously loaded and shows the proper control to edito properties
    I paste here the proposal
    AINVAR Document syntax proposal
    ; [SectionName] - no modifications
    ;
    ; KeyName[FreeKeyName|PostFixedKeyName|Enum] = [[ValueType(limit):Default|None] | [[ValueType(limit):Default|None] & [ValueType(limit):Default|None]]:
    ;
    ; KeyName attributes:
    ;   FreeKeyName         = KeyName is a place holder for a list of free key names
    ;   PostFixedKeyName    = KeyName is a place holder for a list of free key names that will have KeyName as postfix
    ;   Enum                = Value of an existing enum known or defined in place. 
    ;                         Known enums are conveniently input keys (mouse/keyb/joy)
    ;                         Enums defined in place will follow *enum definition syntax*
    ;
    ; Value attributes:
    ; [[ValueType(limit|(min<max)):Default|None]
    ;
    ;   ValueType           = Int|UInt|Bool|Float|Vector|String 
    ;                           (min & max can be applied, if present. the interval can be open (min<) = min to infinite (<max) = -infinite to max)
    ;                         Enum
    ;                         Template:TemplateType
    ;                         List:Type:... ; In this case the (limit) value is used to express the max list size
    ;                         FilePath:DynamicLibrary|Storage|Config|Image|Sound
    ;                         DirectoryPath
    ;                         Command
    ;                         ShaderExtension
    ;
    ;   Default             = type default value, if appliable
    ;                         None that by default the key is not defined
    ;                         
    ;
    ; Since a key may have multiple value rapresentations, we can give a way to document such alternatives
    ; KeyName = [[typedef1] | [typedef1]] ; means we can have valuedef1 type or typedef2
    ; KeyName = [[typedef1] | [[typedef1] &# [typedef3]] ; means we can have valuedef1 type or typedef2 and typedef3 separated by #
    ;
    ;
    
    
    ; Enum definition syntax
    ; [Enum:name{value1|value2|value3|...}]
    ;
    ; In addition, to make the document more readable, I propose a special section used to declare enums and avoid in-place definitions
    ; [@EnumDefs@]
    ; EnumNameA = value1|value2|value3|...
    ; EnumNameB = value1|value2|value3|...
    I'm modifying settingstemplate.ini to see if it applies
    I know it's quite a mess, but it's a basic idea we can discuss about and see if we can find a better way to express types. I'll use comment lines as tooltips on properties in order to help user
    iarwain
    @iarwain
    you might want to use ``` to encase your snippet to make it more readable :)
    you need to put one on the first line, and one on the last one
    nothing else on those lines
    there you go :)
    thegwydd
    @thegwydd
    thank you
    iarwain
    @iarwain
    I'll give it a good read tonight, maybe we should have a forum thread to iterate on it?
    for now, I have to go do some baking for my kid's birthday :)
    thegwydd
    @thegwydd
    as you prefer
    iarwain
    @iarwain
    talk to you later!
    thegwydd
    @thegwydd
    I go to sleep that's quite late
    iarwain
    @iarwain
    have a good night!
    Bye bye
    Sausage Johnson
    @sausagejohnson
    Good workflow outline @thegwydd I'll chat over in the forum on it.
    OneArb
    @OneArb

    @thegwydd

    ImGUI Nice for small UI projects, PITA when you need to use modal dialogs or more advanced stuff

    Could you please give some example of how a modal dialog is an optimal construct for the editor?

    follows some views about minimizing the construct
    https://ux.stackexchange.com/questions/12045/what-is-a-modal-dialog-window