"Pertti Karppinen (OH6KTR)" wrote: > > The first step into this direction, would be the separation of crossedit and > crossserver source trees. This should be done before we move to > sourceforge. Note that there is very little crossedit specific code in common. So basically just removing the crossedit directory would achieve this. And while a seperate distribution is a must have, it would still be nice if that seperate distribution had/kept the same basic object functions, so a fix in one fixes the other. This is also helps in terms of consistency. While the object & map functions could be written special for the editor, if it stacks the objects on the space different, you now get a place of what the player sees in the editor is different when the map is played. A very general approach could of course be taken - the editor could know some certain key values (like faces, and messages), but otherwise treat each object a just a bunch of text. In that way, it does not need to know the internals of the object. While this creates a very general editor, at the same time it allows for a lot more errors to be made by the map maker. > I still propose fltk. Only drawback for this API is "support for MacOS is > under development". On the good side is "Very small & fast portable 2-D > drawing library to hide Xlib and WIN32". > http://sourceforge.net/projects/fltk I think whoever decides to write this will largely determine the toolkit (and most all other factors) used. and the editors could very well end up like the clients - multiple editors, with potentially different features/UI depending on the developer. That probably is not an ideal approach, and there should probably be at least one referance implementation of and editor (similar to the clients), but that could just remain the current one for that matter.