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Advice on building a complex user custom control
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Advice on building a complex user custom control


  • Subject: Advice on building a complex user custom control
  • From: Oliver Charles <email@hidden>
  • Date: Mon, 2 Mar 2009 01:22:08 +0000

Hi,

I've started learning Objective-C and Cocoa, and while I'm fairly
experienced with programming, GUI programming is quite new to me.

I'm working on a small game engine, and as such, I want to create a
level editor for the game. I love the old style Doom level editors, so
that's what I'm going for [1]. Notice in that screenshot the amount
the user can interact with - moving vertices on the grid, creating
lines between vertices, adding/removing objects, etc.

At the moment, I have a main MapView control, which creates vertices
in an NSArrayController. I have 2 ways of viewing these vertices - one
is to handle rendering them directly in the MapView, and another
approach creates a new VertexView for each vertex, and adds it as a
subview of the MapView. From what I've read online, this is not going
to scale beyond maybe 50 vertices, so I don't think this is an
approach. However, handling *everything* in the MapView itself feels
like it drastically reduces the cohesion of the control.

How do people create controls like this? I suppose similar controls
(to a slightly lesser extent, may be helpful if you don't understand
the screenshot below) would be things like OmniGraffle and the Core
Data editor in Xcode.

--
   Oliver Charles / aCiD2

[1]: http://www.doombuilder.com/img/builder_screen1.gif
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