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Optimizing Editor Loading
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Author:  grimsk8ter11 [ Thu Jun 01, 2006 9:58 pm ]
Post subject:  Optimizing Editor Loading

Originally posted by grimsk8ter11

Difficulty: 1/5
Full copy and paste, but it does explain stuff, int he first one so you actually get it

EditorInit() - Replace the WHOLE sub with

Code:
Public Sub EditorInit()
 '*********************************************************** *****
'* WHEN        WHO        WHAT
'* ----        ---        ----
'* 07/12/2005  Shannara   Added gfx constants.
'* 10/29/2005  Grim       Now loads from Tile surface
 '*********************************************************** *****
Dim DC As Long

    SaveMap = Map
    InEditor = True
    frmMirage.picMapEditor.Visible = True
    With frmMirage.picBackSelect
        .Width = 7 * PIC_X
        .Height = 255 * PIC_Y
    End With
    DC = DD_TileSurf.GetDC
    Call BitBlt(frmMirage.picBackSelect.hdc, 0, 0, DDSD_Tile.lWidth, DDSD_Tile.lHeight, DC, 0, 0, vbSrcCopy)
    DD_TileSurf.ReleaseDC (DC)
End Sub


Well theres really nto much to explain, instead of opening another file to memory, it losds the editors images directly from the current surfaces using BitBlt to move them from the surface to the pic boxes.

ItemEditorInit() - Replace the whole sub
Code:
Public Sub ItemEditorInit()
 '*********************************************************** *****
'* WHEN        WHO        WHAT
'* ----        ---        ----
'* 07/12/2005  Shannara   Added gfx constant.
'* 10/29/2005  Grim       Now loads from Item surface
 '*********************************************************** *****
Dim DC As Long

    DC = DD_ItemSurf.GetDC
    Call BitBlt(frmItemEditor.picItems.hdc, 0, 0, DDSD_Item.lWidth, DDSD_Item.lHeight, DC, 0, 0, vbSrcCopy)
    DD_ItemSurf.ReleaseDC (DC)
   
    frmItemEditor.txtName.Text = Trim(Item(EditorIndex).Name)
    frmItemEditor.scrlPic.Value = Item(EditorIndex).Pic
    frmItemEditor.cmbType.ListIndex = Item(EditorIndex).Type
   
    If (frmItemEditor.cmbType.ListIndex >= ITEM_TYPE_WEAPON) And (frmItemEditor.cmbType.ListIndex <= ITEM_TYPE_SHIELD) Then
        frmItemEditor.fraEquipment.Visible = True
        frmItemEditor.scrlDurability.Value = Item(EditorIndex).Data1
        frmItemEditor.scrlStrength.Value = Item(EditorIndex).Data2
    Else
        frmItemEditor.fraEquipment.Visible = False
    End If
   
    If (frmItemEditor.cmbType.ListIndex >= ITEM_TYPE_POTIONADDHP) And (frmItemEditor.cmbType.ListIndex <= ITEM_TYPE_POTIONSUBSP) Then
        frmItemEditor.fraVitals.Visible = True
        frmItemEditor.scrlVitalMod.Value = Item(EditorIndex).Data1
    Else
        frmItemEditor.fraVitals.Visible = False
    End If
   
    If (frmItemEditor.cmbType.ListIndex = ITEM_TYPE_SPELL) Then
        frmItemEditor.fraSpell.Visible = True
        frmItemEditor.scrlSpell.Value = Item(EditorIndex).Data1
    Else
        frmItemEditor.fraSpell.Visible = False
    End If
   
    frmItemEditor.Show vbModal
End Sub


NpcEditorInit() - Replace the WHOLE sub with

Code:
Public Sub NpcEditorInit()
 '*********************************************************** *****
'* WHEN        WHO        WHAT
'* ----        ---        ----
'* 07/12/2005  Shannara   Added gfx constant.
'* 10/29/2005  Grim       Now loads from Sprite surface
 '*********************************************************** *****
Dim DC As Long
   
    DC = DD_SpriteSurf.GetDC
    Call BitBlt(frmNpcEditor.picSprites.hdc, 0, 0, DDSD_Sprite.lWidth, DDSD_Sprite.lHeight, DC, 0, 0, vbSrcCopy)
    DD_SpriteSurf.ReleaseDC (DC)
   
    frmNpcEditor.txtName.Text = Trim(Npc(EditorIndex).Name)
    frmNpcEditor.txtAttackSay.Text = Trim(Npc(EditorIndex).AttackSay)
    frmNpcEditor.scrlSprite.Value = Npc(EditorIndex).Sprite
    frmNpcEditor.txtSpawnSecs.Text = STR(Npc(EditorIndex).SpawnSecs)
    frmNpcEditor.cmbBehavior.ListIndex = Npc(EditorIndex).Behavior
    frmNpcEditor.scrlRange.Value = Npc(EditorIndex).Range
    frmNpcEditor.txtChance.Text = STR(Npc(EditorIndex).DropChance)
    frmNpcEditor.scrlNum.Value = Npc(EditorIndex).DropItem
    frmNpcEditor.scrlValue.Value = Npc(EditorIndex).DropItemValue
    frmNpcEditor.scrlSTR.Value = Npc(EditorIndex).STR
    frmNpcEditor.scrlDEF.Value = Npc(EditorIndex).DEF
    frmNpcEditor.scrlSPEED.Value = Npc(EditorIndex).SPEED
    frmNpcEditor.scrlMAGI.Value = Npc(EditorIndex).MAGI
   
    frmNpcEditor.Show vbModal
End Sub

Author:  Misunderstood [ Fri Jun 02, 2006 12:24 am ]
Post subject: 

look at the npceditorinit sub again...way to screw it up xD.
can ya find the mistake? :P

Author:  grimsk8ter11 [ Fri Jun 02, 2006 12:40 am ]
Post subject: 

fixed because mis is a picky bum.

i was just testing him guys dont worry.

Author:  Krloz [ Sun Sep 03, 2006 1:48 am ]
Post subject: 

What about if we are loading several tilesets.. will it copy into the mapeditor all the tilesets being used?

Author:  Obsidian [ Sun Sep 03, 2006 5:25 pm ]
Post subject: 

No, it'll only do whatever the tileset is that you stipulate.

For the other tilesets like tileset(1) or whatever, just use that variable instead of

This is the original:
DC = DD_TileSurf.GetDC
Call BitBlt(frmMirage.picBackSelect.hdc, 0, 0, DDSD_Tile.lWidth, DDSD_Tile.lHeight, DC, 0, 0, vbSrcCopy)
DD_TileSurf.ReleaseDC (DC)

Your's Should Be like this (depending on how your multiple tilesets work):
DC = DD_TileSurf(0).GetDC
Call BitBlt(frmMirage.picBackSelect.hdc, 0, 0, DDSD_Tile.lWidth, DDSD_Tile.lHeight, DC, 0, 0, vbSrcCopy)
DD_TileSurf(0).ReleaseDC (DC)


or whatever, if you still don't understand check your modDirectX and look at how it utilizes the multiple tiles. Then, you want to do the same kind of thing for the "switch" (like when you change to tileset 2) only instead of doing it when the editor loads, just do it when you click or change option or whatever. Make sense?

Author:  Krloz [ Mon Sep 04, 2006 12:06 am ]
Post subject: 

Ya comming back if I get trouble

Author:  Lea [ Mon Sep 04, 2006 11:54 am ]
Post subject: 

Why not, in the item/NPC editor, get the image directly from the DD surface and skip the picture box step all together.

Author:  grimsk8ter11 [ Mon Sep 04, 2006 2:15 pm ]
Post subject: 

Dave wrote:
Why not, in the item/NPC editor, get the image directly from the DD surface and skip the picture box step all together.


because originally, when i wrote this, the image wouldnt show up if i got it directly.

Author:  Lea [ Mon Sep 04, 2006 2:41 pm ]
Post subject: 

Well, you would need to remove the blit from the Editorinit function all together, then modify the Blit in the frm___Editor to show it from the surface instead of the picturebox, easy peasy.

Author:  grimsk8ter11 [ Mon Sep 04, 2006 2:44 pm ]
Post subject: 

i know that xD, i did it when if rist posted this,a nd it didnt work, so i didnt post it, its like a 2 year old tut :P

Author:  wanai [ Tue Nov 02, 2021 8:14 am ]
Post subject:  Re: Optimizing Editor Loading

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Author:  wanai [ Fri Feb 18, 2022 1:34 am ]
Post subject:  Re: Optimizing Editor Loading

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Author:  wanai [ Tue Mar 15, 2022 9:44 pm ]
Post subject:  Re: Optimizing Editor Loading

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Author:  wanai [ Fri Sep 16, 2022 4:01 am ]
Post subject:  Re: Optimizing Editor Loading

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Author:  wanai [ Sun Nov 06, 2022 2:01 am ]
Post subject:  Re: Optimizing Editor Loading

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Author:  wanai [ Mon Dec 12, 2022 2:19 pm ]
Post subject:  Re: Optimizing Editor Loading

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Author:  wanai [ Sun Feb 05, 2023 9:15 am ]
Post subject:  Re: Optimizing Editor Loading

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Author:  wanai [ Thu May 11, 2023 7:59 am ]
Post subject:  Re: Optimizing Editor Loading

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