--- Log opened Sat Jan 09 00:00:39 2016 20160109 00:11:38-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: i go nstuf kthxbai] 20160109 00:39:43-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [] 20160109 00:53:29-!- vultraz [~chatzilla@124.109.10.167] has quit [Ping timeout: 276 seconds] 20160109 01:04:22-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 256 seconds] 20160109 02:47:37< Aginor> vultraz: that'd certainly be a better option than trying to fix/extend GUI1 more 20160109 03:11:50-!- Netsplit *.net <-> *.split quits: iceiceice, crimson_penguin 20160109 03:21:25-!- Netsplit over, joins: crimson_penguin 20160109 03:46:26< celticminstrel> vultraz, Aginor: If the issue you speak of is something with GUI2 dialogs appearing on top of GUI1 dialogs, then I'm pretty sure that can happen literally anywhere just by clicking the window manager's close button. 20160109 03:48:58< Aginor> celticminstrel: no, it's GUI1 dialogs on top of other GUI1 dialogs 20160109 03:49:06-!- iceiceice [~chris@ext-74.ias.edu] has joined #wesnoth-dev 20160109 03:49:06-!- iceiceice [~chris@ext-74.ias.edu] has quit [Changing host] 20160109 03:49:06-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160109 03:49:09< celticminstrel> Ah. 20160109 03:50:15< Aginor> we're basically having trouble because there's nothing to order any of our GUI layers and tell them when to redraw :) 20160109 03:51:02 * celticminstrel guesses this doesn't affect OSX. 20160109 03:51:18< Aginor> umm 20160109 03:51:29< Aginor> it's OS independant 20160109 03:51:58< Aginor> open up a GUI1 dialog that has a help button and bring up the help that way 20160109 03:52:05< celticminstrel> On Windows, if you move one window over another, the content of the window underneath is forgotten. That doesn't appear to be the case on OSX. 20160109 03:52:21< celticminstrel> What GUI1 dialogs have a help button? 20160109 04:01:28-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160109 04:05:59-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 245 seconds] 20160109 04:07:22< Aginor> celticminstrel: https://gna.org/bugs/?24294 20160109 04:08:00< celticminstrel> Ahh, it's not what I thought it was, then. 20160109 04:13:32< celticminstrel> I dunno why shallow_parsed didn't work for fixing 24288, but I've got a fixed fix now, so whatever. 20160109 04:27:14-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160109 04:27:20-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160109 04:27:46-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has joined #wesnoth-dev 20160109 05:13:42-!- Appleman1234 [~Appleman1@KD119104001227.au-net.ne.jp] has quit [Ping timeout: 256 seconds] 20160109 05:35:43-!- solvents [~quassel@69-196-152-213.dsl.teksavvy.com] has quit [Remote host closed the connection] 20160109 05:50:16-!- irker493 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160109 05:50:16< irker493> wesnoth: Celtic Minstrel wesnoth:master fa9a3949877c / data/lua/wml/message.lua: Deselect speaker after [message] http://git.io/vuQIm 20160109 05:50:18< irker493> wesnoth: Celtic Minstrel wesnoth:master 2e293fb61d18 / / (3 files in 2 dirs): Apply TC to unit sprites in [message] http://git.io/vuQIY 20160109 05:50:20< irker493> wesnoth: Celtic Minstrel wesnoth:master 129418e2f90e / data/lua/wml/message.lua: Outline the speaker's hex in [message] http://git.io/vuQIO 20160109 05:50:22< irker493> wesnoth: Celtic Minstrel wesnoth:master 4d2e4e2dbc8e / data/lua/wml/message.lua: Don't needlessly preparse [message][command] http://git.io/vuQI3 20160109 05:50:24< irker493> wesnoth: CelticMinstrel wesnoth:master ac77c262bd73 / / (3 files in 2 dirs): Merge pull request #578 from CelticMinstrel/fix-message http://git.io/vuQIs 20160109 06:10:07-!- Appleman1234 [~Appleman1@KD119104016075.au-net.ne.jp] has joined #wesnoth-dev 20160109 06:13:14-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160109 06:17:41-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 255 seconds] 20160109 06:27:07-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160109 06:45:28-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: KABOOM! It seems that I have exploded. Please wait while I reinstall the universe.] 20160109 06:53:43-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160109 07:13:06-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has joined #wesnoth-dev 20160109 07:15:18-!- Kwandulin [~Miranda@p200300760F250AE0E8A7BD0DFE59CDA2.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160109 07:16:39-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160109 07:25:40-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160109 07:34:28< vultraz> Aginor: there's already a prototype of a GUI2 Attack dialog in the repo. I'll start there 20160109 07:35:23< vultraz> Then there's uh, Recruit, Recall and possibly others 20160109 07:41:16-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has joined #wesnoth-dev 20160109 07:56:53< vultraz> Aginor: sadly came across another bug, but hopefully this one will be simpler 20160109 08:13:58-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160109 08:14:04-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160109 08:18:04-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160109 08:20:35-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 264 seconds] 20160109 08:20:36-!- wedge010 is now known as wedge009 20160109 08:40:39-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160109 08:45:04-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 256 seconds] 20160109 08:51:04-!- irker493 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160109 09:13:50-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 246 seconds] 20160109 09:19:03-!- Kwandulin [~Miranda@p200300760F250AE0E8A7BD0DFE59CDA2.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160109 09:27:12-!- mjs-de [~mjs-de@x4db51b97.dyn.telefonica.de] has joined #wesnoth-dev 20160109 10:27:53-!- irker444 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160109 10:27:53< irker444> wesnoth: Nils Kneuper wesnoth:master e7fb4521af9b / changelog players_changelog po/wesnoth-tutorial/sv.po: updated Swedish translation http://git.io/vu7mf 20160109 10:27:57< irker444> wesnoth: Nils Kneuper wesnoth:1.12 0ada482f5503 / changelog players_changelog po/wesnoth-tutorial/sv.po po/wesnoth-units/sv.po: updated Swedish translation http://git.io/vu7mJ 20160109 10:36:19-!- Kwandulin [~Miranda@p200300760F250AE0451D1D94227235F1.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160109 10:55:34-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Ping timeout: 245 seconds] 20160109 11:03:39-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160109 11:08:07-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160109 11:19:49-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20160109 11:22:55-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160109 11:23:13-!- louis94 [~~louis94@109.129.245.154] has quit [Client Quit] 20160109 11:24:06-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20160109 11:27:15-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20160109 11:30:47-!- louis94 [~~louis94@109.129.245.154] has quit [Remote host closed the connection] 20160109 11:31:34-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20160109 11:34:01-!- louis94 [~~louis94@109.129.245.154] has quit [Client Quit] 20160109 11:34:58< vultraz> Actually a lot simpler to move the attack dialog to GUI2 20160109 11:35:11< vultraz> Than I expected, that is 20160109 11:36:24-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20160109 11:47:07< zookeeper> celticminstrel, so the message TC fix works for me. however, the unit selection thing causes a bit of visual silliness: you get the speaker's movement range highlighted/darkened just as if they had been selected by the player. 20160109 11:47:40< zookeeper> which at least to me doesn't look very good 20160109 11:48:58-!- louis94 [~~louis94@109.129.245.154] has quit [Quit: Konversation terminated!] 20160109 11:50:45< vultraz> zookeeper: he knows and is working on it 20160109 11:50:52< zookeeper> oh, okay. 20160109 11:55:34< irker444> wesnoth: Charles Dang wesnoth:master 698a5b1d742b / data/gui/default/window/unit_attack.cfg src/gui/dialogs/unit_attack.cpp: tunit_attack: populate attacks list with attack stats http://git.io/vu7E2 20160109 11:55:44< vultraz> progress is happening 20160109 12:05:47< vultraz> hmm 20160109 12:06:05< vultraz> actually I could use icons for melee/ranged 20160109 12:06:07< vultraz> instead of text 20160109 12:10:19< vultraz> zookeeper: would you say a Bow and a Sword are good standard melee/ranged icons? 20160109 12:13:35< zookeeper> well they're the most common and generic melee/ranged weapons, so sure... what's the context? 20160109 12:14:17< vultraz> attack dialog 20160109 12:14:26< vultraz> I'm making it GUI2 20160109 12:14:44< zookeeper> right. 20160109 12:14:59-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160109 12:15:05< zookeeper> so... obviously the attack dialog has the attack icons for the attacks already, so..? 20160109 12:15:37< zookeeper> you want the club attack which has the club icon to also have the sword icon next to it to tell the player that it's melee? 20160109 12:15:54< zookeeper> use text, text is better 20160109 12:18:57< vultraz> zookeeper: ok, one other thing: there's some code already in place to display portraits instead of sprites in the attack dialog - opinion? 20160109 12:19:03-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20160109 12:19:46< zookeeper> doesn't sound like a good idea to me, considering how that would inevitably make the dialog much bigger just to accommodate them. 20160109 12:19:51< vultraz> zookeeper: it looks like this if you enable it https://www.dropbox.com/s/oohgon3n85nef8n/portraits_in_attack_dialog.PNG?dl=0 20160109 12:20:14< zookeeper> unless you can nicely place them in the background or something, which i doubt because no one's ever done it. 20160109 12:20:52< vultraz> background in which way? 20160109 12:20:56< zookeeper> yeah, that's just... well, awful, if you don't mind me saying so 20160109 12:21:27< vultraz> hey, I didn't write it :P 20160109 12:21:45< vultraz> I'm trying to decide if we should get rid of it 20160109 12:22:03< zookeeper> oh? well, i don't mind there being awful optional things 20160109 12:23:16< vultraz> so you think we should stick to sprites 20160109 12:23:22< zookeeper> yes 20160109 12:23:58< zookeeper> there's nothing in the current attack dialog that should be taken away, and as far as i can tell nothing really to add either 20160109 12:25:11-!- louis94 [~~louis94@109.129.245.154] has quit [Quit: Konversation terminated!] 20160109 12:25:16< vultraz> I'm going to use an icon display for the stats area, though 20160109 12:28:38< zookeeper> for which one? current or optional? 20160109 12:31:19-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [] 20160109 12:33:20-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160109 12:34:06< zookeeper> durr. i thought paint.net was asking for permission to restart _itself_... 20160109 12:34:24< vultraz> zookeeper: I'm going to use some of the icons from Unit Create in the GUI2 unit attack dialog. Default view. 20160109 12:34:53< zookeeper> why are you making it a point to tell me that when you know what my opinion on the icons is :| 20160109 12:35:38< vultraz> Because I concede you might have a point on the melee/ranged thing 20160109 12:35:56-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20160109 12:36:42< zookeeper> right 20160109 12:38:02-!- timotei_ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 260 seconds] 20160109 12:40:08-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160109 12:41:53< zookeeper> maybe i just don't remember, but may i ask who has told you that the alignment/race/(whatever else you want to use icons for) is a good idea and sort of greenlighted that? lordbob/jetrel? 20160109 12:42:51< vultraz> No one 20160109 12:42:59< vultraz> I have greenlighted it myself :P 20160109 12:43:31< zookeeper> i see 20160109 12:44:52< vultraz> I should probably ask them though 20160109 12:44:57< vultraz> good idea to mention that 20160109 12:46:03< Jetrel_bot> boo 20160109 12:46:30< vultraz> oh hello 20160109 12:47:03< Jetrel_bot> zookeeper: vultraz: so I'm really on the fence about mini-icons; the biggie we want to avoid is becoming a pea-soup of inscrutable little icons like microsoft excel 20160109 12:47:46< zookeeper> even though i've said it before, i might as well reiterate that icons are much less readable than text, and should only be used to show off pretty things (attack icons, for example) or when there simply is no space for text. and we have plenty of space for text. 20160109 12:48:03< Jetrel_bot> Or - more to the point, like civilization's EUI mod, which in my gui-design opinion is a fucking train wreck 20160109 12:48:08< vultraz> Jetrel_bot: this is the type of use I've put into production (for one dialog so far) https://www.dropbox.com/s/nki9nxilv4zh3dk/wesnothGUI2Create_Unit5.PNG?dl=0 20160109 12:48:36< zookeeper> an icon of a skull is no more readable and accessible than the word "undead", if anything it's less so 20160109 12:48:48< vultraz> (for Level, Race, and Alignment) 20160109 12:49:03< zookeeper> especially if the tooltip mechanism stays awkward as it is, that is puts the text at the bottom of the screen instead of to a floating box next to the icon 20160109 12:49:18< vultraz> I do *not* intend to implement icons for attack specials, abilities, or traits 20160109 12:49:24< zookeeper> it basically has no benefits at all (unless, again, you're starved for space which we're not) 20160109 12:49:50-!- Necrosporus_ is now known as Necrosporus 20160109 12:50:10< vultraz> The logic behind the change is to reduce the amounts of text we use 20160109 12:50:14< zookeeper> why? 20160109 12:50:17< zookeeper> text is great 20160109 12:50:38< vultraz> I feel use of icons in certain places looks more professional 20160109 12:51:43< irker444> wesnoth: Charles Dang wesnoth:master ec038d8b9818 / data/gui/default/window/unit_attack.cfg: tunit_create: don't link range column to width of stats columns http://git.io/vu7iZ 20160109 12:51:46< irker444> wesnoth: Charles Dang wesnoth:master 0eea0d541048 / src/gui/dialogs/unit_attack.cpp: tunit_attack: apply TC to attacker and defender sprites http://git.io/vu7in 20160109 12:52:16< zookeeper> sure it looks more professional because it looks like more visual design has gone into it, because no one notices visual design which goes into how text is arranged 20160109 12:53:01< Jetrel_bot> vultraz: so the big fear is ... you want to avoid doing visual design that's got a bad honeymoon problem 20160109 12:54:02< vultraz> Honeymoon problem? 20160109 12:54:09< vultraz> As in, takes awhile to get used to? 20160109 12:54:51< Jetrel_bot> vultraz: something that's sexy and cool when you first see it but has irritating legibility/readability problems once the "shiny newness" wears off 20160109 12:55:01< vultraz> Ah 20160109 12:55:23< Jetrel_bot> vultraz: this is a huge problem in professional design circles 20160109 12:56:21< Jetrel_bot> vultraz: clients will often arm-twist designers into doing things (or hire only the designers who propose things) that are flashy and cool - even if they're considerably worse as an actual product 20160109 12:57:40< Jetrel_bot> vultraz: this is why there are a lot of flashy but really hard-to-navigate news-site designs with big wild images and logos, and why the websites that have overwhelmingly larger traffic (i.e. places like reddit) have much more sedate, but much more navigable designs 20160109 12:58:26< Jetrel_bot> vultraz: so with icons I'd be really really ... conservative with them - the more common the concept, the more useful it is 20160109 12:58:48< Jetrel_bot> vultraz: the primary use of them is to condense *repeated* information. 20160109 13:03:51< vultraz> Well, the first icon is just "L ", which I think is basically self explanatory. The second, race, is already used in the Editor, so people should be used to them. The third, alignment, should also be obvious, and I have also asked LB to take a look at the designs to determine if they're obvious enough. 20160109 13:04:05< vultraz> The usecase - the unit sidebar - also appears all over the game 20160109 13:04:17< vultraz> I'm not sure if that's what you mean by repeated info 20160109 13:05:23< Jetrel_bot> vultraz: for example, because it gets used in *so many* tooltips, dota uses a little icon for mana 20160109 13:06:03< zookeeper> "used in the Editor, so people should be used to them" uh... 20160109 13:06:04< Jetrel_bot> vultraz: I'd actually suggest not "justify" aligning these icons, and do a left-alignment on them. 20160109 13:06:14< Jetrel_bot> See what that looks like 20160109 13:06:42< Jetrel_bot> vultraz: the L4 text also looks really odd, somehow 20160109 13:07:10< Jetrel_bot> It's possible you might do the "L4" at the same text size as the HP/Traits 20160109 13:08:07< zookeeper> it might sound like a nitpick, but "L1" _is_ much less obvious than "level 1". it's not a big regression because people quickly figure it out, but it is a small one. 20160109 13:08:54< Jetrel_bot> vultraz: yeah, it really hurts discoverability, and it's not like screen space is at a premium. 20160109 13:09:50< vultraz> Jetrel_bot: left alignment, but still in a row? 20160109 13:09:57< Jetrel_bot> Yeah 20160109 13:11:15< vultraz> Jetrel_bot: https://www.dropbox.com/s/pl9fcqbwf2ybscq/icons_test.PNG?dl=0 20160109 13:11:54< vultraz> (I set the alignment for all three image widgets to left) 20160109 13:12:01< zookeeper> it might very well be that the very first impression an average person has of a screenshot of the game with more text than icons is that it's "cheap low-quality linux game" or something because it's not as flashy, then i think that's unfortunate but not something we should try to fix by making the game more flashy at the expense of playability, accessibility and all that. 20160109 13:12:07< vultraz> and reduced the size of level 20160109 13:12:35< vultraz> zookeeper: I agree with you, but I also think there's a happy medium 20160109 13:15:17< vultraz> zookeeper: we're sunk a lot of money into *not* looking a cheap low-quality game, and I think it would be a shame not to give the UI layout similar treatment 20160109 13:15:23< vultraz> s/looking/looking like 20160109 13:19:33< zookeeper> oh i completely agree. i just don't think this is it :p 20160109 13:19:42< vultraz> zookeeper: would you say "Lvl" is better than "L" 20160109 13:19:46< zookeeper> yes 20160109 13:21:07< Jetrel_bot> vultraz: right, when I say left-aligned, I mean the icon *SPACING* 20160109 13:21:33< Jetrel_bot> vultraz: i.e. cluster them on the left - let's see what that looks like 20160109 13:21:43< vultraz> ahh 20160109 13:21:54< vultraz> ok, uh, lemme see if I can do that... 20160109 13:22:03< vultraz> GUI2 isn't that good at placing thing exactly 20160109 13:22:26< zookeeper> i'd happily (attempt to) design (not draw) a modern slick and flashy UI for us if i had any hope that someone would actually draw and implement it 20160109 13:23:28< vultraz> zookeeper: we need a better gui toolkit first 20160109 13:26:28< zookeeper> yep 20160109 13:26:45-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has joined #wesnoth-dev 20160109 13:27:04< vultraz> Jetrel_bot: I can't get them closer than this https://www.dropbox.com/s/8xlw6q05xnaul7z/icons_test2.PNG?dl=0 20160109 13:27:26-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20160109 13:27:30< zookeeper> case in point? :P 20160109 13:27:50< vultraz> indeed >_> 20160109 13:28:22< vultraz> GUI2 is better than GUI1, which is why I'm putting effort into transitioning cases of the former, but we really, really need something better 20160109 13:28:30< vultraz> s/former/latter 20160109 13:33:26-!- louis94 [~~louis94@109.129.245.154] has quit [Quit: Konversation terminated!] 20160109 13:42:32-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20160109 13:49:34-!- louis94 [~~louis94@109.129.245.154] has quit [Quit: Konversation terminated!] 20160109 14:34:02-!- solvents [~quassel@69-196-152-213.dsl.teksavvy.com] has joined #wesnoth-dev 20160109 14:49:03-!- iceiceice [~chris@ext-74.ias.edu] has joined #wesnoth-dev 20160109 14:49:03-!- iceiceice [~chris@ext-74.ias.edu] has quit [Changing host] 20160109 14:49:03-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160109 15:14:56< Necrosporus> vultraz, better than both? 20160109 15:15:06< vultraz> Necrosporus: what? 20160109 15:15:11< vultraz> Necrosporus: yes 20160109 15:15:21< vultraz> we need something better than GUI1 or 2 20160109 15:15:33< Necrosporus> Jetrel, what do you think about subpixel rendering for sprites? 20160109 15:15:40< Necrosporus> vultraz, Qt? 20160109 15:15:43< Necrosporus> Tk? 20160109 15:16:53< vultraz> Necrosporus: Qt is too bloated 20160109 15:17:00< vultraz> Necrosporus: we need something lightweight and designed for games 20160109 15:17:04< Necrosporus> fltk? 20160109 15:17:12< vultraz> I was thinking FlatUI 20160109 15:17:18< vultraz> But I need to look into it more 20160109 15:17:32< Necrosporus> Tk is rather lightweight 20160109 15:52:22-!- irker444 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160109 16:02:14-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 255 seconds] 20160109 16:07:40-!- Kwandulin [~Miranda@p200300760F250AE0451D1D94227235F1.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160109 16:38:55-!- Kwandulin [~Miranda@p200300760F250AE0B409E7132BB6D53A.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160109 16:44:44-!- solvents [~quassel@69-196-152-213.dsl.teksavvy.com] has quit [Ping timeout: 245 seconds] 20160109 17:01:11-!- solvents [~quassel@69-196-152-213.dsl.teksavvy.com] has joined #wesnoth-dev 20160109 17:10:40-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20160109 17:23:42-!- higgins [~higgins@2607:5300:100:200::160d] has quit [Ping timeout: 250 seconds] 20160109 17:28:17-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20160109 17:30:11-!- higgins [~higgins@105.ip-167-114-152.net] has joined #wesnoth-dev 20160109 17:43:00-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160109 18:08:40-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160109 18:11:25-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20160109 18:11:34-!- gfgtdf [~chatzilla@f054175112.adsl.alicedsl.de] has joined #wesnoth-dev 20160109 18:17:12-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160109 18:25:54-!- louis94 [~~louis94@109.129.245.154] has quit [Ping timeout: 256 seconds] 20160109 18:26:27< vultraz> Aginor: unfortunate bug update 20160109 18:26:40< celticminstrel> ? 20160109 18:27:27< vultraz> celticminstrel: https://gna.org/bugs/?24294 20160109 18:31:09< celticminstrel> Oh. 20160109 18:32:20< celticminstrel> Is help the only GUI1 dialog that appears on top of another dialog? 20160109 18:32:42< vultraz> Yes 20160109 18:32:48< vultraz> As far as I know 20160109 18:32:59< vultraz> But converting help is something I do not want to try 20160109 18:33:05< vultraz> It is hell itself 20160109 18:33:29< celticminstrel> What is the function called to display help? 20160109 18:33:41< celticminstrel> Could you add an explicit redraw after all calls to that? 20160109 18:34:25< vultraz> I'm not sure, you'd have to ask Aginor 20160109 19:06:50-!- Kwandulin [~Miranda@p200300760F250AE0B409E7132BB6D53A.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160109 20:18:02-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160109 20:20:04-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 250 seconds] 20160109 20:20:05-!- wedge010 is now known as wedge009 20160109 20:20:52< vultraz> celticminstrel: ping 20160109 20:21:00< celticminstrel> vultraz: pong 20160109 20:22:48< vultraz> celticminstrel: I'm in need of boost::bind help again 20160109 20:23:20< celticminstrel> Meep. 20160109 20:23:38< celticminstrel> Okay, what's the full prototype of the function you want to call? 20160109 20:23:38< vultraz> I found you can pull up unit help with help::show_unit_description instead of help::show_unit_help (which has more arguments) 20160109 20:23:46< vultraz> and it takes a unit argument 20160109 20:24:07< vultraz> as in the unit class 20160109 20:25:44< vultraz> the tunit_attack class has members of the type unit_map::iterator& called attacker_itor_ and defender_itor_. There are static functions also taking a unit class type argument called by passed a reference to those two variables 20160109 20:26:40< vultraz> even if I make a wrapper function, I still need to pass either variable to the help system, since the dialog deals with two units 20160109 20:26:50< vultraz> but I can't figure out how to use bind in either case 20160109 20:27:09< vultraz> s/passed a reference/passed a pointer 20160109 20:27:35< celticminstrel> The prefix * operator will produce a reference from an interator. 20160109 20:27:59< celticminstrel> ^iterator 20160109 20:32:01-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160109 20:32:29< vultraz> from? 20160109 20:33:10< celticminstrel> ? 20160109 20:33:55< vultraz> oh, I get it 20160109 20:34:01< vultraz> but that doesn't help me 20160109 20:34:11< vultraz> honestly, I don't understand boost::bind at all :| 20160109 20:34:32< celticminstrel> It's hard to help when you don't tell me your situation. 20160109 20:34:38< celticminstrel> Boost.Bind isn't that complicated. 20160109 20:35:10< celticminstrel> You have a function you want to call, and it has some particular prototype, but you want to call it with a different set of arguments. 20160109 20:35:56< celticminstrel> For example, if you have a function "int foo(string a, int b, bool c)", but you need to call it like foo(5, "bar"). 20160109 20:36:22< celticminstrel> In that case, you'd use something like bind(&foo, _2, _1, true) 20160109 20:37:09< celticminstrel> The _1 means that the first argument passed to the bound function is passed as the second argument to the original function. Similarly, the _2 means that the second argument passed to the bound function is passed as the first argument to the original function. 20160109 20:42:39< vultraz> oh 20160109 20:43:43< celticminstrel> Does that help? 20160109 20:43:55< vultraz> C:\Users\Charles\Documents\wesnoth-git-stable\projectfiles\CodeBlocks\cb\include_tdm_gcc\boost\bind\bind.hpp|69|error: 'void (*)(unit&)' is not a class, struct, or union type| 20160109 20:44:07 * celticminstrel omitted the std:: and boost:: prefixes there since they just get in the way. 20160109 20:44:26< celticminstrel> That would be because it's a function type. 20160109 20:44:40< celticminstrel> It's a pointer to a function that takes reference to unit and returns nothing. 20160109 20:45:35< vultraz> static void profile_button_callback(unit& u) 20160109 20:45:37< vultraz> { 20160109 20:45:38< vultraz> help::show_unit_description(u); 20160109 20:45:40< vultraz> } 20160109 20:45:53< celticminstrel> Uh, what about it? 20160109 20:47:52< vultraz> actually nvm 20160109 20:48:10< celticminstrel> :| 20160109 20:53:39< vultraz> that was the function I was trying to bind 20160109 20:55:04< vultraz> no, that doesn't really help me 20160109 20:55:13< vultraz> I just don't understand the code here >_> 20160109 20:55:31< celticminstrel> Then show me how you tried to bind it? 20160109 20:56:28< vultraz> http://pastebin.com/p31snj43 20160109 20:58:02< celticminstrel> That function only takes one argument, but your bind call wants to pass three arguments to it. 20160109 20:58:15< celticminstrel> And what's "this"? 20160109 20:59:23< vultraz> I have no idea. It always seems to be there in the gui2 bind uses 20160109 20:59:29< celticminstrel> ... 20160109 20:59:33< vultraz> As I said 20160109 20:59:36< celticminstrel> ... 20160109 20:59:39< vultraz> *I don't know what I'm doing" 20160109 20:59:48< celticminstrel> "this" refers to the current object. 20160109 20:59:57< vultraz> I do know that much 20160109 21:00:03< celticminstrel> So what's the current object? 20160109 21:00:25< celticminstrel> That's what I wanted to know. 20160109 21:00:32< vultraz> er... tunit_attack I'm guessing 20160109 21:00:36< vultraz> since this is in preshow 20160109 21:00:40< celticminstrel> Okay. 20160109 21:00:52< celticminstrel> So passing "this" is totally useless since that's a global function. 20160109 21:01:07< celticminstrel> The reason you see it in GUI2 bind calls is probably because they are binding member functions. 20160109 21:01:33< celticminstrel> A member function has an implicit "0th" argument, so when binding it you often end up passing "this" for that argument. 20160109 21:02:32< vultraz> 0th argument? 20160109 21:02:37< vultraz> I should read up on that... 20160109 21:02:59< celticminstrel> Suppose your class declares a function as "int foo(string bar)". 20160109 21:03:21< celticminstrel> When defining it outside the class, the full prototype becomes "int Class::foo(string bar)". 20160109 21:04:10-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160109 21:04:11< celticminstrel> A pointer to that function has the type "int (Class::*)(string)", meaning "pointer to member function of class Class taking string argument and returning int". 20160109 21:04:47< celticminstrel> Since it's a member function of class Class, it also has an implicit argument of type Class. 20160109 21:05:24< celticminstrel> So, it has its string argument, plus an invisible Class argument, which is referred to with "this". 20160109 21:05:51< celticminstrel> (If you put "const" at the end of the prototype, that makes the "this" const.) 20160109 21:06:29< celticminstrel> When calling the function, normally you treat it as a single-argument function and call it with obj.foo("bar"). 20160109 21:06:54< celticminstrel> But if you want to bind it, you need to treat it as a two-argument function and do something like bind(&Class::foo, this, _1). 20160109 21:07:26< celticminstrel> (It doesn't have to be "this" in the first argument, of course. You could pass a pointer to any instance of Class there.) 20160109 21:07:57< celticminstrel> Is "help" a class or a namespace? 20160109 21:08:11< vultraz> namespace 20160109 21:08:24< celticminstrel> bind(&help::show_unit_description, *attacker_itor) 20160109 21:09:03< celticminstrel> Like I said earlier, the * produces a reference to "unit" from the unit map iterator. 20160109 21:10:15< vultraz> I feel so stupid, all this time I thought the 'this' had something to do with bind's implementation 20160109 21:10:50< vultraz> error: no matching function for call to 'bind(, unit_map::iterator_base::value_type&)'| dammit 20160109 21:11:53< vultraz> hm 20160109 21:12:04< vultraz> show_unit_description has an overload 20160109 21:12:37< celticminstrel> (void(*)(unit&)) &help::show_unit_description 20160109 21:12:46< celticminstrel> (Assuming it returns void, if not replace void with whatever it returns.) 20160109 21:13:02< celticminstrel> You can do it as a static_cast too if you prefer. 20160109 21:13:18< celticminstrel> static_cast(&help::show_unit_description) 20160109 21:14:43< vultraz> neither of those works :( 20160109 21:15:06< celticminstrel> Fun. 20160109 21:15:18< vultraz> Understatement 20160109 21:15:32< vultraz> I should just make two static functions 20160109 21:33:10< iceiceice> vultraz, don't feel stupid, this member function pointer stuff is one of the uglier parts of c++ 20160109 21:33:50-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160109 21:33:58-!- VultCave [~chatzilla@124.109.10.167] has joined #wesnoth-dev 20160109 21:34:13-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Read error: Connection reset by peer] 20160109 21:34:13-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160109 21:34:17-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160109 21:34:19-!- VultCave is now known as vultraz 20160109 21:38:06-!- boucman1 [~rosen@238.204.154.77.rev.sfr.net] has joined #wesnoth-dev 20160109 21:38:29-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Ping timeout: 245 seconds] 20160109 21:41:42< zookeeper> Soliton, any educated guesses as to whether there's something to http://forums.wesnoth.org/viewtopic.php?p=592506#p592506 (the OP too) or if he's misunderstanding how it's supposed to work? 20160109 21:44:45-!- boucman1 [~rosen@238.204.154.77.rev.sfr.net] has quit [Ping timeout: 265 seconds] 20160109 21:46:57-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20160109 21:49:54-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 256 seconds] 20160109 21:51:00< vultraz> I should really remove the requirement for a display argument in gui1 dialogs >_> 20160109 21:51:31< vultraz> celticminstrel: I found a solution 20160109 21:51:38< celticminstrel> Oh? 20160109 21:51:49< vultraz> calling show_unit_help instead and use 20160109 21:51:51< vultraz> boost::bind(&profile_button_callback, this, (*attacker_itor_).id())); 20160109 21:52:05 * celticminstrel shrugs. 20160109 21:52:09< celticminstrel> If it works, then yay. 20160109 21:52:26< celticminstrel> Does it really work? 20160109 21:55:22< vultraz> celticminstrel: yes 20160109 21:55:29< celticminstrel> Yay. 20160109 21:55:31< vultraz> had to add a display argument to the class but whatever 20160109 21:55:50< vultraz> Eventually we should get rid of that and just have gui1 use the display singleton 20160109 21:56:51< vultraz> celticminstrel, zookeeper: WIP, icon placement will probably move https://www.dropbox.com/s/doc52pvjng92c0u/unit_attack_GUI2-WIP.PNG?dl=0 20160109 21:57:37< celticminstrel> The image isn't there. :| 20160109 21:58:48< vultraz> should be I just checked 20160109 21:58:51< vultraz> try again? 20160109 21:59:11< celticminstrel> It's probably a function of how DropBox works. 20160109 21:59:16< celticminstrel> It just doesn't show up at all. 20160109 21:59:25< celticminstrel> Probably something to do with cookies. 20160109 21:59:32< zookeeper> worked for me 20160109 22:00:05< celticminstrel> I imagine it would work if I accepted cookies, or something. 20160109 22:00:45< gfgtdf> doesnt work for me neigher 20160109 22:01:21< vultraz> weird 20160109 22:01:24< gfgtdf> celticminstrel: hmm ok it worked for me after ai actived javascript for that page 20160109 22:02:42< gfgtdf> vultraz: hmm i wonder whether the race information is really that useful there 20160109 22:02:53< vultraz> gfgtdf: I was wondering that 20160109 22:03:00< vultraz> zookeeper: what do you think, is Race useful in the attack dialog? 20160109 22:03:40< gfgtdf> vultraz: does it also display thing liek slower, or unit abilities? 20160109 22:03:48< gfgtdf> slowed* 20160109 22:03:56< vultraz> gfgtdf: yet to implement 20160109 22:05:01< gfgtdf> vultraz: and does teh damage calulation wondow work ? 20160109 22:05:34< vultraz> I'll add a call to the gui1 dialog 20160109 22:05:37-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160109 22:05:40< vultraz> I don't know if it can be moved to GUI2 20160109 22:05:44< vultraz> i'd like to 20160109 22:05:51< vultraz> but it would be very difficult 20160109 22:08:01< gfgtdf> vultraz: hmm whats the problem ? 20160109 22:08:22< zookeeper> vultraz, i guess it could be useful for some rare UMC purposes where race matters, but generally i guess not? 20160109 22:08:50< zookeeper> vultraz, i might suggest justifying the attack stats differently though: https://dl.dropboxusercontent.com/u/63964618/wesnoth/unit_attack_justify.png 20160109 22:10:16< vultraz> gfgtdf: drawing the percentage table 20160109 22:10:22< zookeeper> it'd be less awkward if the whole item was less wide though, so there wouldn't be so much empty space between "-melee-" and the text and icons 20160109 22:10:29< zookeeper> but i dunno how possible that even is 20160109 22:12:04< vultraz> gfgtdf: I don't know of a way in GUI2 to get the same effect 20160109 22:12:09< vultraz> zookeeper: I'll see what I can do 20160109 22:13:20< gfgtdf> vultraz: hmm i thought youd need to draw it manually, simmilar to wesnoth.set_dialog_canvas from lua 20160109 22:20:40< vultraz> gfgtdf: hm... I wonder if you could construct and surface and then blit it onto the canvas 20160109 22:20:45< vultraz> s/and/a 20160109 22:23:14< gfgtdf> vultraz: y that shodul be possibel if you createa a cusom widget with a custom ::draw function 20160109 22:23:31< gfgtdf> vultraz: (or impl_draw_background) 20160109 23:08:35-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20160109 23:25:39< Aginor> vultraz: I'll try to find the time to add proper redraw-ordering and redrawing to GUI1 today 20160109 23:25:58< Aginor> it'll be... tricky 20160109 23:26:31< vultraz> not too tricky, I hope :) 20160109 23:26:52< Aginor> rather quite tricky 20160109 23:27:09< Aginor> because a GUI1 widget doesn't actually know what sub-widget it contains 20160109 23:27:22< Aginor> I think 20160109 23:27:28< Aginor> I hope I've missed something 20160109 23:30:41< gfgtdf> vultraz: is there a reason why the map exp is not shown for max level units? 20160109 23:31:02< gfgtdf> max* 20160109 23:31:17< gfgtdf> vultraz: in the help dialog, unrelated to our commits i mean 20160109 23:31:25< gfgtdf> your* 20160109 23:36:12< vultraz> um 20160109 23:36:15< vultraz> I don't know 20160109 23:36:35< vultraz> Aginor: keep in mind I've now observed it undrawing gui2 dialogs - but only in-game 20160109 23:37:25< vultraz> Aginor: so it's possible it's something like the original issue with the prefs dialog - screen draws on dialog close, over prefs 20160109 23:39:19< vultraz> Aginor: maybe you can delay the game-screen redraw if a dialog is open 20160109 23:39:31< vultraz> Aginor: it's possible to do, since that was the old behavior, this is a new bug 20160109 23:39:33< celticminstrel> It'd be nice if units shown in dialogs could just use more or less the same format as the sidebar... 20160109 23:40:23< vultraz> Aginor: I actually suspect 24297 has the same cause 20160109 23:40:27< vultraz> celticminstrel: explain 20160109 23:46:45< Aginor> vultraz: I closed 24297, it's a duplicate 20160109 23:48:33 * Aginor looks at the clocks and tries to figure out how much time he can spare at the moment 20160109 23:51:03< vultraz> Aginor: are you sure? the behavior seems different https://www.dropbox.com/s/fimxy1lva8sm9x3/Screenshot%20%2810%29.png?dl=0 20160109 23:52:09< vultraz> or is it the same thing 20160109 23:52:22< Aginor> same thing 20160109 23:52:25< vultraz> just the symptoms don't look the same since there's no resize? 20160109 23:52:28< vultraz> ah 20160109 23:52:29< vultraz> ok 20160109 23:52:40< Aginor> I disabled the undrawing in that dialog because I thought it wasn't needed more 20160109 23:52:51< Aginor> but I must have missed to issue a redraw-on-close somewhere 20160109 23:53:06< Aginor> by mousing over you force a redraw of that hex 20160109 23:53:14-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160109 23:53:21< vultraz> probably should do it in the transient dialog closer 20160109 23:53:27< vultraz> since that's what objectives and this uses 20160109 23:56:37< Aginor> it needs to happen after the event context is removed 20160109 23:57:11< Aginor> I'm currently trying to fix the disappearing buttons though, that's by far a worse issue 20160109 23:57:42< vultraz> indeed 20160109 23:57:43< Aginor> the fix is seemingly simple, the display class will recreate them on a full redraw instead of redrawing 20160109 23:57:55< Aginor> currently fighting eclipse though 20160109 23:58:05< vultraz> what I want to know is why they disappear in the first place 20160109 23:58:19< gfgtdf> Aginor: you use eclipe for c++? 20160109 23:58:23< vultraz> The UI is full of buttons, but only THEY disappear 20160109 23:58:25< vultraz> why 20160109 23:58:45< Aginor> gfgtdf: yes 20160109 23:58:54< Aginor> gfgtdf: eclipes cdt 20160109 23:58:57< gfgtdf> Aginor: on which OS ? 20160109 23:59:02< Aginor> gfgtdf: linux 20160109 23:59:09< gfgtdf> Aginor: ok 20160109 23:59:19< Aginor> I could go emacs and ctags I guess 20160109 23:59:36< gfgtdf> Aginor: you use clang or gcc ? --- Log closed Sun Jan 10 00:00:57 2016