version 2/101030 by Erik Temple
- Chapter: About Glimmr Automap
- Chapter: Including Glimmr Automap in a project
- Chapter: Basic usage
- Chapter: The query functionality
- Section: Querying the room name
- Section: The query explanation
- Section: Disabling query functionality
- Chapter: Customizing the user interface
- Section: Changing the zoom levels of the map
- Section: Anchor elements
- Section: Removing the frame altogether
- Section: Changing action messages
- Chapter: Customizing the interface to work with new functionality
- Chapter: The map and the interface with the Automap extension
- Section: Memory allocation for the map
- Section: Map size
- Section: Post-processing of the Automap data
- Section: Automap's zoom levels
- Section: Toggling the ASCII version of the map
- Chapter: Creating new tilesets
- Chapter: Debugging
- Chapter: Change Log
- Example: * Minimal Automap - This example shows the simplest possible setup for using Glimmr Automap. Basically, this means including the extension and a tileset extension, and then defining and opening up a map-window.
- Example: ** Automapping the Manse - By default, Glimmr Automap responds to mouse input on a room in the map by displaying a "tooltip" that shows the printed name of the room clicked on. However, we may also want to do other things with mouse input to the map, such as moving to the room clicked, or displaying what the player knows about the room, or something different altogether. In this case, we can either deactivate the query functionality altogether, or activate the query button, which allows the player to move between query and custom modes. The latter is the approach taken in this example, which borrows the "going to a room" code from the Inform manual's "Misadventure" example (number 295). Clicking on a room will issue a command to go to that room.
- Example: *** Automap with Localized Compass Rose - This example shows how we can add new graphlinking functionality to the map. We may want to take advantage of the fact that the map indicates exits from the player's location to use them as a kind of compass rose, allowing us to click on the paths out of the room to go in the indicated direction (thanks to Jon Ingold for suggesting this idea.)
Chapter: About Glimmr Automap
Glimmr Automap is, unlike most other Glimmr extensions, a solution rather than a framework. It provides a graphical map that draws a flowchart-style map to a graphics window, adding rooms dynamically to the map as the player discovers the story world. Glimmr Automap (GLAM) is a graphical frontend for Mark Tilford's Automap extension, displaying the map data generated by that extension using a graphical tileset, supplied as the Glimmr Automap Tileset extension. Users may also supply their own tilesets.
Glimmr Automap also provides easily configured user-interface elements for interacting with the map, including zooming in and out using onscreen buttons, clicking on rooms in the map to identify them onscreen, and more.
Glimmr Automap is primarily designed for use with Glulx interpreters that support graphics windows, but it will fall back to an ASCII (or Unicode) map on text-only interpreters, using the interface provided by Mark Tilford's Automap.
The extension requires most of the other Glimmr extensions in order to function, including Glimmr Canvas-Based Drawing, Glimmr Drawing Commands, and Glimmr Graphic Hyperlinks. Also required are Glimmr's dependencies, including Flexible Windows by Jon Ingold and Fixed Point Maths by Michael Callaghan.