
Video Game Blog
May 17, 2019
I figured I better show the User the item they chose in some way. So I decided to stay to form by making a mini-window appear at the bottom of the dialog with the listing. This gives a definitive indicator while the mouse might be hovering somewhere else (as you can see one of the list is high lighted) so that there's no mistake to what is actively chosen. This addition is active in both versions of this dialog box.
Discovered a process bug that I hadn't clicked in a particular sequence before. It was tracked down and eliminated! It dealt with making sure when deleting an array assigned to a pointer to assign the value NULL to it so I could then later do an if-test to verify that it is active or not.
I started tinkering with something that isn't important right now, but is going to be used extensively in game. I built a temporary "fog of war" to hide tiles not visited. It was something that was easy to throw together and test to get it out of the way.
Oh yea...I also darkened the tiles representing cities to "black" and "red" to help them stand out a little better.
