data containers
Moritz
mpipahl at gspgmbh.com
Thu Jul 3 09:04:47 PDT 2008
Thx for all your replies, but I hoped for a hint on how to implement it,
since Im new to D.
@Lars Igesund: I considered Tango, but I had some issues with derelict,
so I stopped the installation and decided to give phobos a closer look.
But I bought the tango book, and will surely try tango out after I got
some of my game ported and running in D.
@Steven: Ill try to use arrays first (for the sake of simplicity and to
understand a bit more about D), and Ill try your collection afterwards
(supplying the missing data containers in a project is surely a great
idea, thank you!)
And pls forgive me if Im asking silly questions, but thats what
beginners usually do :-)
Moritz schrieb:
> Hello,
>
> Im currently working on a gui framework for my game, and Im trying to
> find a versatile way to build my screens.
>
> I thought about a generic "Screen" class, which has functions like
> "add_element()" to insert a sprite or text into a layer on the screen.
>
> Rendering is then done from the lowest layer to the highest one.
> My question is now how I can implement these Layers, since I didnt find
> LikedLists or Hastables in Phobos.
>
> My Idea in C++ would be to have a hashtable int to linked list, which
> gives me the linked list for a layer upon inserting the layer number,
> and the linked list then contains my ScreenObjects (a base class for
> images, text, buttons and so on).
> What would be the best way to do this in D?
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