- M src/editor/editor.cpp
- Tile layer names and information now display correctly in the top widget
- Changed new maps to default from using a single layer named "Ground" to three layers: "Ground", "Detail", and "Sky"
Ground/Detail/Sky are effectively the same things that we used to call the Lower/Middle/Upper layer. This default setting is used because it is the most common I think we'll see in the game, so I thought it made more sense to have this be our initial layer format for a new map rather than a single layer that requires the user to add more layers as necessary. Of course these layers can all be renamed and removed. The sky layer has collisions disabled by default (that is, no collision info from tiles in this layer is taken into account when constructing the map grid).
The layer names/properties can currently not be modified after a map is initially created or loaded. Of course I'll make this feature happen at a later time. I'm debating whether or not to remove the layer toolbar (a series of small buttons displayed just below the layer widget). The reason being is that I feel any action we need to take with layers can be done directly in the widget. You can double click the layer name, eye icon, or collisions property to change the value. You can drag layers to reorder them (a lot easier than clicking a move layer up/down button several times). You can right click a layer to delete it (and give the user a confirmation). Just seems like a better UI design to me. I'll think about it.
Next step is to fix the editable area of the map so that map tiles can be drawn (currently its just a big black space and if you click in it, nothing happens). Once that is complete, we should have the core features of the editor functional again. I'm surprised that so far fixing the editor bugs introduced by the refactoring overhaul have been pretty darn simple and easy. Hope it continues to be this way, as it will get us back to work on our maps that much sooner.