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Project can't use std.set and other DataTables simultaneously #37

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sraboy opened this issue Dec 19, 2015 · 1 comment
Closed

Project can't use std.set and other DataTables simultaneously #37

sraboy opened this issue Dec 19, 2015 · 1 comment

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@sraboy
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sraboy commented Dec 19, 2015

It's probably going to be kludgy code to maintain the backwards compatibility with 7KAA code but a user should be able to open multiple files, including those with their own data. See issues #11 and #12.

This is really only an issue when trying to save changes. The non-standard tables (not in std.set) should still be added to the ActiveGameSet but Project will need to iterate through the tables and pick out the (hardcoded) names of the standard game set and only save/return the appropriate ones (whether saving a ResIdx, dBaseIII or std.set).

sraboy added a commit that referenced this issue Dec 19, 2015
This will allow for an easy way to identify which tables came from the
standard gameset (std.set) and which came from RES files in the DBF
format. This should, eventually, help resolve issues #11, #12 and #37.
sraboy added a commit that referenced this issue Dec 19, 2015
We can simply add loaded DataTables to the current ActiveGameSet now and
saving will handle it by verifying the "FileName" propery in the
DataTable's ExtendedProperties collection. This will allow for resolving
issues #11, #12 and #37 once the UI functionality is there.
@sraboy
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sraboy commented Jan 1, 2016

This had to wait until all the hack-ish stuff was removed because all the UI stuff was too tightly integrated with SkaaGameDataLib. Now, with an MVP(ish) implementation, it's much easier to account for. For the relevant commits that re-added GameSet saving, ResIdxMultiBmp loading and some changes to the dBaseIII "engine", see:
4beb538
b10922f
0d3d34f
d19f0d0

@sraboy sraboy closed this as completed Jan 1, 2016
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