thejustinwalsh / castledb-godot

CastleDB for Godot through code generation
MIT License
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Image support? #1

Open Rankith opened 4 years ago

Rankith commented 4 years ago

Any plans to add support for the image type? just using file right now but a lot less nice to see in the castledb editor that way.

thejustinwalsh commented 4 years ago

Can you send me a link to a quick sample CastleDB file using that type and I can take a look. In my current project all images are coming from tile maps, so I don't think I put that type in yet.

Rankith commented 4 years ago

Sprite is an image file.

That said, shortly after I posted that, I realized the file type had an “open” button on it. My main concern was being able to quickly see what the image was still in the castled editor, but that kinda fixed it. So don’t worry about this for my sake unless its super simple.

From: Justin Walsh [mailto:notifications@github.com] Sent: Monday, May 11, 2020 11:19 AM To: thejustinwalsh/castledb-godot Cc: Rankith; Author Subject: Re: [thejustinwalsh/castledb-godot] Image support? (#1)

Can you send me a link to a quick sample CastleDB file using that type and I can take a look. In my current project all images are coming from tile maps, so I don't think I put that type in yet.

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thejustinwalsh commented 4 years ago

So looking into it a bit more I see that images or stored into a new json file with Base64 decoding.

I can see how one may want to visualize Images in the DB and then use them to load something up dynamically. However, at this time I have no plans to add support for Images. I feel like there are plenty of image loading paths methods and routines available in Godot.

Please feel free to submit a PR for this feature and I will gladly merge it.

Rankith commented 4 years ago

So I've been using CastleDB more and it seems List would be very useful type to have support for. List on the back end for CastleDB is just an array of json entries: "otherval1": 1, "listtest": [ {"x": 1,"y": 1}, {"x": 2,"y": 1}, ], "otherval2": 2

Unfortunately I don't 100% understand the godot import process (I tried to get it to run with debugging so I could step through what you've done, but apparently thats not a thing). When poking around I saw the comment about implementing lists as a todo. If you are not going to get around to it, did you have an idea for implementation? Would just adding the class without the @ and then instantiating an array of that class in the index buildout be about right?

On Wed, May 13, 2020 at 5:52 AM Justin Walsh notifications@github.com wrote:

So looking into it a bit more I see that images or stored into a new json file with Base64 decoding.

I can see how one may want to visualize Images in the DB and then use them to load something up dynamically. However, at this time I have no plans to add support for Images. I feel like there are plenty of image loading paths methods and routines available in Godot.

Please feel free to submit a PR for this feature and I will gladly merge it.

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/thejustinwalsh/castledb-godot/issues/1#issuecomment-627962045, or unsubscribe https://github.com/notifications/unsubscribe-auth/ABNINPNNXWZFHH4EZ64VL4LRRKJXDANCNFSM4M5PYNXA .

thejustinwalsh commented 4 years ago

Lists would require generating a row class from the list, then just making an array of rows. I think this is where my head was at, with this type. Would want to see how it is done in haxe and port it over in a similar way.

thejustinwalsh commented 4 years ago

The List conversation should be redirected to https://github.com/thejustinwalsh/castledb-godot/issues/5. Leaving this issue open for image support.