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What I have in mind is to have full flexibility to add features to the editor.
For example...I'd like to add drawings of joints to know exactly where they are and how they act. I'd like to use vectorial drawings to draw such objects.
The same for spawners.
I'd like to add new objects like triggers, paths, gui controls and so on.
That said, I think it would be easier (and less time consuming) to do that with a custom control instead of using ORX.
The editor I'm trying to do is more like a "Visual Studio for Game Engine" editor.
You edit contents as you edit sources. Then you compile and test.
My goal it to have a tool to create a project containing all informations needed by a game engine.
I want to be able to draw scenes with layers, place objects in a map, define the kind of animations the objects can do, add sounds for objects and music for the scenes, add gui objects, add fonts/text and localization helpers and physics editor too.
I want to be able to export all contents for ORX or for any other engine that needs an editor like that.
I could do the same using ORX inside Ocean but for me it takes more time than using a custom control for static drawing.
What I miss more the the opportunity to directly draw into the editor view with something similar to GDI.
With ORX all must be a stretched bitmap. While this is perfect for runtime, it's not for the kind of editor I mean.
About the animation graph:
I think the way orx uses animations is really great. Well, I think the way orx is done is great!.
For that reason the internal structure of the editor will be close to the one used by orx, expecially for animations and the animation transitions.
If other engines have a different way to handle animations I think it will be not a problem to write a nice exporter plugin because in ORX structure (or the close imitiation of Ocean) there will be all information needed.
That said, I want to think more about that before make any modification.
I saw that a lot of people is trying to make usefull editors for the orx engine.
I see a lot of projects like the animation editor, tile map editor exporters and other utilities that I see as nice features for an "Orx Studio" project.
What about joining our efforts to build a single project to mantain?
A cross-platorfom one, driven by plugins, made in c# or Java or something portable...
What about creating a little team?
I can imagine various levels of integration:
1. Ocean ships with OAE and simply invokes it on demand
2. Ocean sets up OAE so that it starts up in a convenient state to edit animations for the content inside Ocean
3. Ocean invokes OAE and talks to it over sockets, both sides notifying each other of modifications in real time.
4. Ocean manipulates OAE directly through JNI (or equivalent).
5. Ocean embeds OAE as a widget.