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Linking Texture Row code to UI

Published December 01, 2020
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I connected the UI to most of the texture row editing code. In Doom, each “Side” had three components, a high, middle, and lower texture. Inspiration goes one step further and allows an infinite number of strips at any position. I can remove, add, and split them. I also liked the ability to change texture offset, top and bottom of both individual rows and entire sides.

The last remaining part of the map view editor is the sectors, which is a fairly large component, but again, it's just porting from one interface to another. I don't have to figure out how to do anything. I've also set things up so that the selection object does most of the work, so when I go on to start making the 3D view editable again, all I really have to do is port the proxy the keyboard handler back to it and make the selection work with that view.

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