--- Log opened Sun Jun 25 00:00:13 2017 20170625 00:19:58-!- irker175 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170625 00:19:58< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 4fb25532f218 / data/ (campaigns/The_Hammer_of_Thursagan/utils/abilities.cfg core/macros/abilities.cfg): Use WFL for leadership to avoid needing delayed variable substitution https://github.com/wesnoth/wesnoth/commit/4fb25532f218a8c9102b3390d15b53fb4f7ecf3a 20170625 00:19:58< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters a46468e3d306 / / (5 files in 4 dirs): Add owner key to terrain space callable https://github.com/wesnoth/wesnoth/commit/a46468e3d306bfc9ff9a0852ee5b3aaff938e43f 20170625 00:19:58< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters d072661c94a3 / changelog src/units/filter.cpp: SUF: Fix $other_unit not being available in nested [and], [or], [not] https://github.com/wesnoth/wesnoth/commit/d072661c94a33063b3e07cd9c87e95adc007f563 20170625 00:19:59< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 1bb750f64911 / changelog src/pathfind/teleport.cpp src/terrain/filter.cpp src/terrain/filter.hpp: Move implementation of $teleport_unit into SLF so it can be passed to location f https://github.com/wesnoth/wesnoth/commit/1bb750f649119736aabf80b4ff2496f51f9f2944 20170625 00:20:00< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 3f3a176f5797 / / (4 files in 3 dirs): WFL: Fix stack overflow when attempting to call a non-existent function https://github.com/wesnoth/wesnoth/commit/3f3a176f57978641ca71e17d6fa5ab254f736fbc 20170625 00:20:02< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 4bd1fa7157b7 / / (13 files in 8 dirs): Allow filter formulas to use a number of previously FormulaAI-exclusive function https://github.com/wesnoth/wesnoth/commit/4bd1fa7157b7780f6b8daef12db3848545eea03d 20170625 00:20:04< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 88ad4ab4cd15 / data/core/macros/abilities.cfg: Use WFL for teleport ability to avoid requiring delayed variable substitution https://github.com/wesnoth/wesnoth/commit/88ad4ab4cd157c907f43bea5a90601ee10255b96 20170625 00:20:06< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters b1b4acf57604 / changelog src/formula/function.cpp src/formula/function_gamestate.cpp: Add WFL functions for manipulating locations https://github.com/wesnoth/wesnoth/commit/b1b4acf57604409006042349cf2fc284edee1904 20170625 00:20:08< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 78014d55b327 / / (5 files in 3 dirs): WFL: Make unit.side return a 1-based index instead of a 0-based index https://github.com/wesnoth/wesnoth/commit/78014d55b32749d555d54f49483b662abacbdee3 20170625 00:20:10< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 383dc09cc34e / changelog src/formula/function_gamestate.cpp: Add enemy_of WFL function to test alliances https://github.com/wesnoth/wesnoth/commit/383dc09cc34eb6111f11bc69f4cd1ff029a0cfa4 20170625 00:20:12< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 23a719d3ecfb / data/core/macros/abilities.cfg: Use WFL to implement backstab, to avoid needing delayed variable substitution https://github.com/wesnoth/wesnoth/commit/23a719d3ecfbb4b0f8833b4a43ca5e6d2d846f71 20170625 00:20:14< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 569c5ca0b6ac / changelog src/scripting/game_lua_kernel.cpp: Expose the location filter reference unit to the Lua API https://github.com/wesnoth/wesnoth/commit/569c5ca0b6acbbcd9b9ce3aef3ea0ef8316defd6 20170625 00:20:16< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 953ce84dd6ef / / (4 files in 3 dirs): Lua: Support the extra wesnoth.match_unit arguments also in wesnoth.get_units https://github.com/wesnoth/wesnoth/commit/953ce84dd6efe28973d76c0c19b9f5dfd6ede1ec 20170625 00:20:18< irker175> wesnoth: gfgtdf wesnoth:wfl_filters 6ab347f6a37c / src/units/ (abilities.cpp unit.hpp): Allow formula code in ability and weapon special attributes. https://github.com/wesnoth/wesnoth/commit/6ab347f6a37c0484d08315f76dad18c44353167c 20170625 00:20:20< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 3a55cf11c962 / changelog src/units/abilities.cpp src/units/unit.hpp: Some changes to ability formulas implementation https://github.com/wesnoth/wesnoth/commit/3a55cf11c962ae07034a999cf5272dd46c620592 20170625 00:20:22< irker175> wesnoth: Celtic Minstrel wesnoth:wfl_filters 9b0bf7c3afd4 / data/ (campaigns/The_Hammer_of_Thursagan/utils/abilities.cfg core/macros/abilities.cfg): Simplify leadership (and THoT inspire) using new ability formulas https://github.com/wesnoth/wesnoth/commit/9b0bf7c3afd44483b4becf5bc44815ac249dadb7 20170625 00:21:19< celticminstrel> So now that's all tested and working! \o/ 20170625 00:22:18< celticminstrel> ...although, I didn't test the FormulaAI for commit 78014d55b327. 20170625 01:10:09-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 276 seconds] 20170625 01:24:33-!- celmin [461b1c1c@gateway/web/freenode/ip.70.27.28.28] has quit [Quit: Page closed] 20170625 01:44:16-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 02:00:18-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170625 02:20:05-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20170625 02:47:18-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20170625 02:55:34< celticminstrel> Waiting on gfgtdf now... 20170625 03:05:52< vultraz_iOS> he's away for 2 weeks 20170625 03:06:19< celticminstrel> ...in that case, should I just merge it? 20170625 03:06:31< vultraz_iOS> which? 20170625 03:06:33< celticminstrel> https://github.com/wesnoth/wesnoth/pull/1806 20170625 03:06:34< vultraz_iOS> wfl_filters? 20170625 03:06:54< celticminstrel> I wanted to wait for him because I included his commit. 20170625 03:07:00< celticminstrel> But I don't want to wait two weeks. 20170625 03:14:14< vultraz_iOS> celticminstrel: if you test it and it works then merge it 20170625 03:19:12< vultraz_iOS> celticminstrel: do you have any ideas on the proper way to implement continuous viewport scrolling in a camera controller not reliant on the gameloop 20170625 03:19:18< celticminstrel> I tested leadership, teleport, and backstab, and they all still work. The one thing I didn't test is the various FormulaAI things that might be affected by the side index change. 20170625 03:19:29< celticminstrel> "not reliant on the gameloop" 20170625 03:19:46< celticminstrel> Maybe you should explain that in more detail. 20170625 03:20:01< vultraz_iOS> right now all the map scrolling code is very messy 20170625 03:20:01< vultraz_iOS> but 20170625 03:20:25< vultraz_iOS> the big problem right now is if you scroll, the map will essentially instantly jump to an edge 20170625 03:20:30< vultraz_iOS> I'm not sure why this is 20170625 03:20:38-!- irker175 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170625 03:21:21< vultraz_iOS> scrolling is handled in the gameloop (which is weird) 20170625 03:21:28< vultraz_iOS> not sure if it's really the problem, though 20170625 03:21:46< vultraz_iOS> still, I'm working on a camera_controller class to try to bring all this scrolling logic together 20170625 03:21:56< celticminstrel> Why is it weird that it's handled in the gameloop? 20170625 03:22:10< celticminstrel> The way I'd expect to handle scrolling is something like... 20170625 03:22:11< vultraz_iOS> should be handled by the display 20170625 03:22:36< celticminstrel> "on mouse move... check if it's within delta of an edge OR if a scroll key is down... if so, scroll in that direction" 20170625 03:23:06< celticminstrel> I guess the OR part slightly complicates it so it's more like... 20170625 03:24:12< celticminstrel> "at the top of the game loop, check a) the position of the mouse (is it within delta of the edge) and b) the state of the "scrolling" booleans. If either test passes, scroll in that direction" 20170625 03:24:36< vultraz_iOS> that's basically how it works 20170625 03:24:43< vultraz_iOS> now 20170625 03:25:12< celticminstrel> Ultimately, everything is going to link back to the game loop at some point. If you created a camera controller, you'd be calling some method on it from the game loop (either directly or indirectly). 20170625 03:25:17< vultraz_iOS> but that means scrolling is beholden the the execution time of the gameloop 20170625 03:25:37< celticminstrel> Oh, that's solvable. 20170625 03:25:55< celticminstrel> Just determine the distance to scroll based on the real time that passed since the last frame. 20170625 03:27:16< vultraz_iOS> also right now the code is incredibly messy and split between display and controller base 20170625 03:27:41< celticminstrel> BTW, if you're working on scrolling, can you implement eight-way scroll keys? 20170625 03:28:06< celticminstrel> It'd be cool if you could use the numeric keypad to scroll around the map. 20170625 03:29:30< vultraz_iOS> :| 20170625 03:29:30< celticminstrel> It'd be similar to the way the four-way scroll keys are currently implemented, I guess. 20170625 03:30:20< celticminstrel> Though I suppose you could argue that it's not needed, as you can press two arrows simultaneously for diagonal scrolling... 20170625 03:31:22< celticminstrel> So anyway, did you look over the wfl_filters branch at all since I pushed earlier? Do you have anything to say on it? 20170625 03:39:33-!- irker232 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170625 03:39:33< irker232> wesnoth: Celtic Minstrel wesnoth:wfl_filters 3d228eb951d4 / src/formula/function_gamestate.cpp: Also accept team callables for WFL enemy_of function https://github.com/wesnoth/wesnoth/commit/3d228eb951d479c13c2fd935332b1ec31e2a6479 20170625 03:45:49< celticminstrel> Thinking about it, those functions probably aren't any use in a SWF... oh well. 20170625 03:46:39 * celticminstrel poke vultraz_iOS 20170625 03:48:26< celticminstrel> You know, (new_)recruitment.fai both probably break if a side has multiple leaders... 20170625 03:49:45< celticminstrel> In theory it could break even if they don't, if the leaders end up out of order somehow. 20170625 03:49:55< celticminstrel> Which is probably very unlikely to happen though, as sides are initialized in order. 20170625 03:51:22< celticminstrel> The fault lies in the undocumented calculate_map_ownership function that was mentioned earlier. 20170625 03:57:30< celticminstrel> Actually. thinking about it further, I'm pretty sure I broke that. 20170625 04:13:53< celticminstrel> I think I'd better just nuke that commit and do it separately from the PR, because it's gonna probably take more time to get right. 20170625 04:14:41< celticminstrel> There's one thing I'm wondering though... 20170625 04:14:55< celticminstrel> Is enemy_of(a, b) == enemy_of(b, a)? 20170625 04:16:22< irker232> wesnoth: David Mikos wesnoth:master b244db3b1837 / src/units/udisplay.cpp: Partial fix bug #1565, unit movement artifacts https://github.com/wesnoth/wesnoth/commit/b244db3b1837d2c4a7e823280b67b87bf4e56f48 20170625 04:20:16< vultraz_iOS> celticminstrel: what? 20170625 04:20:26< celticminstrel> ? 20170625 04:20:48< vultraz_iOS> why are you pokng me 20170625 04:20:53< vultraz_iOS> oh 20170625 04:20:57< vultraz_iOS> no i didn't look 20170625 04:21:03< celticminstrel> Do you want to? 20170625 04:22:02< vultraz_iOS> oo, very nice, you greately reduced leadership wml 20170625 04:22:05< vultraz_iOS> greatly 20170625 04:22:18< celticminstrel> Well, that part was mostly thanks to gfgtdf's #1802 20170625 04:22:28< celticminstrel> But yeah. 20170625 04:23:05< vultraz_iOS> i see you cleaned up a lot of WFL 20170625 04:23:13< celticminstrel> "cleaned up"? 20170625 04:23:25< vultraz_iOS> maybe function_expression derivatives removed 20170625 04:23:38< celticminstrel> Oh, they're not removed, just moved to a different file. 20170625 04:23:48< vultraz_iOS> sadness 20170625 04:23:57< celticminstrel> In fact, there are several completely new ones. :P 20170625 04:24:07< vultraz_iOS> we really need a way to define WFL objects in WFL 20170625 04:24:24< celticminstrel> I disagree. 20170625 04:24:29< vultraz_iOS> why? 20170625 04:25:21< celticminstrel> Basically for the same reason that we don't define the Lua metatables for everything in Lua, I guess. 20170625 04:25:33< vultraz_iOS> doesn't make much sense 20170625 04:25:39< vultraz_iOS> this isn't Lua 20170625 04:25:48< celticminstrel> A WFL object is just a reference to some engine object. 20170625 04:26:24< celticminstrel> Only the engine can define what it does. 20170625 04:26:40< vultraz_iOS> well I'd like it if we implemented a more FFL-like interface 20170625 04:27:00-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has quit [Read error: Connection reset by peer] 20170625 04:27:15-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has joined #wesnoth-dev 20170625 04:27:27< vultraz_iOS> also think we should drop the .fai extension 20170625 04:29:42< vultraz_iOS> anyway none of this is relevant to me right now 20170625 04:29:54< celticminstrel> It kinda makes sense to me to keep both the .fai and .wfl extensions, as fai has more functions than base wfl, but I guess it doesn't matter that much. 20170625 04:31:43< vultraz_iOS> you still haven't really explained how best to implement the camera controller 20170625 04:34:27< celticminstrel> I'm not sure. 20170625 04:37:50< irker232> wesnoth: Celtic Minstrel wesnoth:wfl_filters a4b1c14d5e1a / changelog src/formula/function_gamestate.cpp: Add enemy_of WFL function to test alliances https://github.com/wesnoth/wesnoth/commit/a4b1c14d5e1acc4b65b9bc3287b999fad8721872 20170625 04:37:52< irker232> wesnoth: Celtic Minstrel wesnoth:wfl_filters bdb42b284851 / data/core/macros/abilities.cfg: Use WFL to implement backstab, to avoid needing delayed variable substitution https://github.com/wesnoth/wesnoth/commit/bdb42b284851cd8811985a18c2a97d48d8c5df45 20170625 04:37:54< irker232> wesnoth: Celtic Minstrel wesnoth:wfl_filters 93b9a4f80ee9 / changelog src/scripting/game_lua_kernel.cpp: Expose the location filter reference unit to the Lua API https://github.com/wesnoth/wesnoth/commit/93b9a4f80ee93b3260e1c10e79302c54921241b5 20170625 04:37:56< irker232> wesnoth: Celtic Minstrel wesnoth:wfl_filters 6a091f085111 / / (4 files in 3 dirs): Lua: Support the extra wesnoth.match_unit arguments also in wesnoth.get_units https://github.com/wesnoth/wesnoth/commit/6a091f085111e85d7147874da7c00e5fea3e1377 20170625 04:37:58< irker232> wesnoth: gfgtdf wesnoth:wfl_filters 424ceab053f7 / src/units/ (abilities.cpp unit.hpp): Allow formula code in ability and weapon special attributes. https://github.com/wesnoth/wesnoth/commit/424ceab053f7839e7ac60e441ead31dda45f88ee 20170625 04:38:00< irker232> wesnoth: Celtic Minstrel wesnoth:wfl_filters d2067e4768bd / changelog src/units/abilities.cpp src/units/unit.hpp: Some changes to ability formulas implementation https://github.com/wesnoth/wesnoth/commit/d2067e4768bd8f616f461a5149bc2db1121c07cd 20170625 04:38:02< irker232> wesnoth: Celtic Minstrel wesnoth:wfl_filters c47b3f32084c / data/ (campaigns/The_Hammer_of_Thursagan/utils/abilities.cfg core/macros/abilities.cfg): Simplify leadership (and THoT inspire) using new ability formulas https://github.com/wesnoth/wesnoth/commit/c47b3f32084ccaaeff30c88f07adccca2ef86bf0 20170625 04:42:59< celticminstrel> Okay, guess I'll merge now. 20170625 04:43:16< celticminstrel> I'll probably come back to the unit callable returning 0-based side later. 20170625 04:43:43< celticminstrel> ...I suppose the simplisitic fix would be to just add side_number that returns a 1-indexed side... >_> 20170625 04:44:05< celticminstrel> Or change side to 1-based and add something like side_index to return 0-based... 20170625 04:45:02< irker232> wesnoth: Celtic Minstrel wesnoth:master 5109a36b5674 / data/ (core/_main.cfg core/macros/abilities.cfg lua/teleport_filter.lua): Revert use of Lua for teleport, leadership, and backstab https://github.com/wesnoth/wesnoth/commit/5109a36b5674a3ba990e276309d555590417e1bc 20170625 04:45:04< irker232> wesnoth: Celtic Minstrel wesnoth:master 4fb25532f218 / data/ (campaigns/The_Hammer_of_Thursagan/utils/abilities.cfg core/macros/abilities.cfg): Use WFL for leadership to avoid needing delayed variable substitution https://github.com/wesnoth/wesnoth/commit/4fb25532f218a8c9102b3390d15b53fb4f7ecf3a 20170625 04:45:07< irker232> wesnoth: Celtic Minstrel wesnoth:master a46468e3d306 / / (5 files in 4 dirs): Add owner key to terrain space callable https://github.com/wesnoth/wesnoth/commit/a46468e3d306bfc9ff9a0852ee5b3aaff938e43f 20170625 04:45:08< irker232> wesnoth: Celtic Minstrel wesnoth:master d072661c94a3 / changelog src/units/filter.cpp: SUF: Fix $other_unit not being available in nested [and], [or], [not] https://github.com/wesnoth/wesnoth/commit/d072661c94a33063b3e07cd9c87e95adc007f563 20170625 04:45:11< irker232> wesnoth: Celtic Minstrel wesnoth:master 1bb750f64911 / changelog src/pathfind/teleport.cpp src/terrain/filter.cpp src/terrain/filter.hpp: Move implementation of $teleport_unit into SLF so it can be passed to location f https://github.com/wesnoth/wesnoth/commit/1bb750f649119736aabf80b4ff2496f51f9f2944 20170625 04:45:13< irker232> wesnoth: Celtic Minstrel wesnoth:master 3f3a176f5797 / / (4 files in 3 dirs): WFL: Fix stack overflow when attempting to call a non-existent function https://github.com/wesnoth/wesnoth/commit/3f3a176f57978641ca71e17d6fa5ab254f736fbc 20170625 04:45:15< irker232> wesnoth: Celtic Minstrel wesnoth:master 4bd1fa7157b7 / / (13 files in 8 dirs): Allow filter formulas to use a number of previously FormulaAI-exclusive function https://github.com/wesnoth/wesnoth/commit/4bd1fa7157b7780f6b8daef12db3848545eea03d 20170625 04:45:17< irker232> wesnoth: Celtic Minstrel wesnoth:master 88ad4ab4cd15 / data/core/macros/abilities.cfg: Use WFL for teleport ability to avoid requiring delayed variable substitution https://github.com/wesnoth/wesnoth/commit/88ad4ab4cd157c907f43bea5a90601ee10255b96 20170625 04:45:19< irker232> wesnoth: Celtic Minstrel wesnoth:master b1b4acf57604 / changelog src/formula/function.cpp src/formula/function_gamestate.cpp: Add WFL functions for manipulating locations https://github.com/wesnoth/wesnoth/commit/b1b4acf57604409006042349cf2fc284edee1904 20170625 04:45:21< irker232> wesnoth: Celtic Minstrel wesnoth:master a4b1c14d5e1a / changelog src/formula/function_gamestate.cpp: Add enemy_of WFL function to test alliances https://github.com/wesnoth/wesnoth/commit/a4b1c14d5e1acc4b65b9bc3287b999fad8721872 20170625 04:45:23< irker232> wesnoth: Celtic Minstrel wesnoth:master bdb42b284851 / data/core/macros/abilities.cfg: Use WFL to implement backstab, to avoid needing delayed variable substitution https://github.com/wesnoth/wesnoth/commit/bdb42b284851cd8811985a18c2a97d48d8c5df45 20170625 04:45:25< irker232> wesnoth: Celtic Minstrel wesnoth:master 93b9a4f80ee9 / changelog src/scripting/game_lua_kernel.cpp: Expose the location filter reference unit to the Lua API https://github.com/wesnoth/wesnoth/commit/93b9a4f80ee93b3260e1c10e79302c54921241b5 20170625 04:45:27< irker232> wesnoth: Celtic Minstrel wesnoth:master 6a091f085111 / / (4 files in 3 dirs): Lua: Support the extra wesnoth.match_unit arguments also in wesnoth.get_units https://github.com/wesnoth/wesnoth/commit/6a091f085111e85d7147874da7c00e5fea3e1377 20170625 04:45:29< irker232> wesnoth: gfgtdf wesnoth:master 424ceab053f7 / src/units/ (abilities.cpp unit.hpp): Allow formula code in ability and weapon special attributes. https://github.com/wesnoth/wesnoth/commit/424ceab053f7839e7ac60e441ead31dda45f88ee 20170625 04:45:31< irker232> wesnoth: Celtic Minstrel wesnoth:master d2067e4768bd / changelog src/units/abilities.cpp src/units/unit.hpp: Some changes to ability formulas implementation https://github.com/wesnoth/wesnoth/commit/d2067e4768bd8f616f461a5149bc2db1121c07cd 20170625 04:45:33< irker232> wesnoth: Celtic Minstrel wesnoth:master c47b3f32084c / data/ (campaigns/The_Hammer_of_Thursagan/utils/abilities.cfg core/macros/abilities.cfg): Simplify leadership (and THoT inspire) using new ability formulas https://github.com/wesnoth/wesnoth/commit/c47b3f32084ccaaeff30c88f07adccca2ef86bf0 20170625 04:45:35< irker232> wesnoth: Celtic Minstrel wesnoth:master 9015d9b57de0 / / (26 files in 14 dirs): Merge pull request #1806 from wesnoth/wfl_filters https://github.com/wesnoth/wesnoth/commit/9015d9b57de08f99753a3261972065bf78821d30 20170625 04:45:49< vultraz_iOS> hm wait 20170625 04:45:51< vultraz_iOS> ok so 20170625 04:46:06< vultraz_iOS> if i hook the camera controller to an sdl handler 20170625 04:46:13< vultraz_iOS> it means it gets events when events::pump is called... 20170625 04:46:25< celticminstrel> I guess so? Something like that, anyway. 20170625 04:46:40< vultraz_iOS> yes 20170625 04:46:49< vultraz_iOS> so do i have to process state at the same time 20170625 04:47:20< celticminstrel> Hmm? 20170625 04:48:02< celticminstrel> BTW, don't forget that the camera controller needs to interface with the hotkeys system. 20170625 04:48:39< vultraz_iOS> what 20170625 04:48:43< vultraz_iOS> what are you saying 20170625 04:48:52< celticminstrel> Scrolling hotkeys? 20170625 04:48:59< celticminstrel> Look in the existing controllers. 20170625 04:49:12< vultraz_iOS> what you mean the arrow keys? 20170625 04:49:19< celticminstrel> Obviously? 20170625 04:49:24< vultraz_iOS> that's easy 20170625 04:49:27< celticminstrel> Though they're rebindable. 20170625 04:49:31< vultraz_iOS> check keydown event 20170625 04:49:39< vultraz_iOS> wait what? 20170625 04:50:02< vultraz_iOS> oh are you kidding me.. 20170625 04:50:04< celticminstrel> I mean, the camera controller doesn't necessarily need to directly handle the keydown/keyup events. You could have the player controller tell the camera controller when the relevant keys are pressed, if you prefer. 20170625 04:50:04< vultraz_iOS> ok 20170625 04:50:17< vultraz_iOS> hopefully the hotkey system returns keycodes 20170625 04:50:27< celticminstrel> Uhhh. 20170625 04:50:34< celticminstrel> Don't rely on that. Seriously, don't. 20170625 04:51:28< celticminstrel> Suffice to say you can't use the "get current keyboard state" method. You need to use the "set booleans on keydown and unset on keyup" method. 20170625 04:51:36< celticminstrel> Which is of course what's currently done. 20170625 04:51:48< vultraz_iOS> don't rely on what? 20170625 04:52:00< celticminstrel> Except that "keydown" may not actually be a key down event; it could also be a text input event, 20170625 04:52:11< celticminstrel> Don't rely on having key codes. 20170625 04:52:16< vultraz_iOS> why? 20170625 04:52:31< celticminstrel> Because the hotkey could be a text input event. 20170625 04:52:38< vultraz_iOS> what??? 20170625 04:52:42< celticminstrel> Heck, it could even be a mouse event, probably. 20170625 04:52:46< vultraz_iOS> what???????? 20170625 04:53:02< celticminstrel> If somone had a mouse with lots of buttons, they could probably assign some of them to scrolling. 20170625 04:53:13< vultraz_iOS> jesus christ 20170625 04:53:32< celticminstrel> Or, in theory, if we had controller support, you could assign the D-pad to scrolling. 20170625 04:53:37< celticminstrel> I would assume. 20170625 04:54:15< celticminstrel> AFAIK SDL considers controllers as a separate entity from mice though, so we don't currently have that... but in theory it'd be a possibility. 20170625 04:54:24< Coffee_irc> or a wii wheel if you like 20170625 04:54:34< vultraz_iOS> I swear to god game design just loves to be as complex as possible 20170625 04:54:40< celticminstrel> In other words you need to rely on the hotkey system to tell you whether scrolling is active. 20170625 04:54:53< vultraz_iOS> I hate the hotkey system >_> 20170625 04:54:53< celticminstrel> [Jun 25@12:50:04am] celticminstrel: I mean, the camera controller doesn't necessarily need to directly handle the keydown/keyup events. You could have the player controller tell the camera controller when the relevant keys are pressed, if you prefer. 20170625 04:54:58< celticminstrel> For example, that. ^ 20170625 04:55:57< Coffee_irc> when does wesnoth get VR support? :D 20170625 04:56:08< celticminstrel> Maybe in 2050. 20170625 04:56:16 * vultraz_iOS flips table 20170625 04:56:41< vultraz_iOS> why in everloving hell is scroll handling in command_executor 20170625 04:56:50< vultraz_iOS> setting flags in controller_base 20170625 04:56:57< vultraz_iOS> and calling display 20170625 04:57:01< celticminstrel> I don't know. 20170625 04:57:43< vultraz_iOS> to make my life more complicated that's why 20170625 05:00:06< celticminstrel> Well anyway, good night. 20170625 05:05:16-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170625 06:07:52-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Ping timeout: 255 seconds] 20170625 06:31:26-!- Appleman1234 [~quassel@z190230.ppp.asahi-net.or.jp] has quit [Ping timeout: 240 seconds] 20170625 06:50:22-!- Appleman1234 [~quassel@z190230.ppp.asahi-net.or.jp] has joined #wesnoth-dev 20170625 06:52:23-!- Kwandulin [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170625 07:02:50-!- JyrkiVesterinen [~JyrkiVest@87-92-57-25.bb.dnainternet.fi] has joined #wesnoth-dev 20170625 07:50:27-!- horrowind [~Thunderbi@p2003008E6C0B26AF964452FFFE0220ED.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170625 08:00:03-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20170625 08:04:39< zookeeper> matthiaskrgr, right, okay 20170625 08:06:20-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20170625 08:13:33-!- horrowind [~Thunderbi@p2003008E6C0B26AF964452FFFE0220ED.dip0.t-ipconnect.de] has quit [Quit: horrowind] 20170625 08:23:08-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20170625 08:28:25-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has quit [Read error: No route to host] 20170625 08:28:59-!- deathisundead [~quassel@c-73-144-114-234.hsd1.mi.comcast.net] has joined #wesnoth-dev 20170625 08:28:59-!- deathisundead [~quassel@c-73-144-114-234.hsd1.mi.comcast.net] has quit [Changing host] 20170625 08:28:59-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has joined #wesnoth-dev 20170625 08:35:48-!- irker232 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170625 08:41:54-!- Kwandulin [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 20170625 08:44:14-!- Kwandulin [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170625 09:10:45< vultraz_iOS> zookeeper: what do you think of an HUD display replacing the topbar? 20170625 09:11:49< zookeeper> i think with a HUD there's a very real risk of the HUD then obscuring some parts of the map 20170625 09:12:33< zookeeper> if there's a HUD element in the top right corner, and you want to see what's on some top right hex, then... tough luck, because you can't scroll over the map border to reveal that hex 20170625 09:12:57< vultraz_iOS> isn't that an issue for any game with an HUD 20170625 09:12:57< zookeeper> now, maybe you could allow the map to be scrolled a certain amount beyond the border 20170625 09:13:21< zookeeper> no, because in most games you can reposition your view to see whatever is right now behind a HUD element 20170625 09:14:03< zookeeper> i'm not saying it'd be impossible to make nice floating HUD-like UI elements, but it needs to be designed with care 20170625 09:15:46< vultraz_iOS> first draft https://1drv.ms/i/s!As9hRC_GxjKKpXrI--YMuUus9bx_ 20170625 09:16:58< vultraz_iOS> (if you're wondering what this has to do with accelerated rendering: it's easier to do this than refactor the old code) 20170625 09:18:27< zookeeper> ok, well actually you could do that as long as the panel is only half a hex tall, because then it'd be the same height as the map border so it wouldn't obscure anything important 20170625 09:18:31-!- iwaim__ [~iwaim@rasteenie.alib.jp] has quit [Read error: Connection reset by peer] 20170625 09:18:36-!- iwaim [~iwaim@2001:2c0:40e:2002:4c30:8165:d094:3b7d] has joined #wesnoth-dev 20170625 09:19:14< vultraz_iOS> or it could be vertical 20170625 09:19:20< vultraz_iOS> since most screens are wider than tall 20170625 09:21:40< zookeeper> if it was vertical then you couldn't actually have any text there 20170625 09:25:33< zookeeper> that particular panel might not need to have any text, though 20170625 09:28:50< zookeeper> unrelated: https://forums.wesnoth.org/download/file.php?id=76161&t=1 <- that made me think of the possibility of a very wide panorama image that could just slowly pan in one direction. 20170625 09:31:58< vultraz_iOS> What that? 20170625 09:32:14< vultraz_iOS> Like 20170625 09:33:26< zookeeper> https://forums.wesnoth.org/viewtopic.php?p=614634#p614634 20170625 09:33:32< zookeeper> now don't get any silly ideas 20170625 09:35:31< vultraz_iOS> We must implement this immediately 20170625 09:40:19< vultraz_iOS> for the record, LB promised a higher quality wooden background 20170625 09:40:25< vultraz_iOS> but still 20170625 09:40:31< vultraz_iOS> this would be a rather nice direction to go 20170625 09:41:12< zookeeper> he did? because i already looked around and found something i might be able to make a better one out of 20170625 09:42:16< zookeeper> but then again it might not be that great 20170625 09:42:58< zookeeper> also, i'm annoyed because i seem to have mysteriously lost a file i know i had 20170625 09:43:15< Bonobo> vultraz_ioS, if the HUD did come up as something like what's in that screenshot, where would the menu button go? 20170625 09:43:41< vultraz_iOS> zookeeper: I told you a year ago it was so 20170625 09:43:54< vultraz_iOS> Bonobo: one of those X buttons 20170625 09:43:59< vultraz_iOS> Those are icon placeholders 20170625 09:44:22< Bonobo> ah 20170625 09:44:34< Bonobo> that makes sense 20170625 09:46:33< Bonobo> fwiw I feel that the information is important enough that it should keep a bar of its own, especially since that bar barely makes the visible map area smaller 20170625 09:46:45< Bonobo> /me goes back to lurking 20170625 09:47:01< matthiaskrgr> zookeeper: currently, woptipng (without reduction to palette) would be 665 of 13717 files optimized, 3725417 bytes reduced to 2810774 bytes; -914643 bytes, -24.55% with 10% threshold 20170625 09:47:50< Kwandulin> Ui, cool HUD! 20170625 09:49:34< Kwandulin> Also, what about "unlockable" and/or changing main menu backgrounds? E.g. if you finish TRoW, Jevyan would greet the player the next time he starts Wesnoth: https://www.dropbox.com/s/qfkkksfiq579x3p/jevyan.jpg?dl=0 20170625 09:51:02< zookeeper> matthiaskrgr, sounds okay. maybe we can do that before release? 20170625 09:51:34< matthiaskrgr> ok 20170625 09:52:23< zookeeper> if we want to have different imagery in the main menu, then we need some nice way to transition between them. even a fade would do as a first step. 20170625 09:53:08< matthiaskrgr> just add powerpoint slideshow support for background images :> 20170625 09:53:36< zookeeper> we can add openoffice as a dependency 20170625 09:53:51< matthiaskrgr> wesnoffice 20170625 09:56:01< vultraz_iOS> Kill me xD 20170625 09:57:44-!- Kwandulin2 [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170625 09:59:15-!- Kwandulin [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 20170625 09:59:19< zookeeper> vultraz_iOS, but powerpoint presentations are an integral part of the corporate culture of modern leading tech companies, i'd thought you'd like the idea! 20170625 09:59:46< vultraz_iOS> powerpoint presentations can go screw themselves :P 20170625 09:59:46< DeFender1031> nonononono, just add webkit and then do all of those transitions in css! 20170625 10:00:02< zookeeper> vultraz_iOS, why do you hate progress -.- 20170625 10:00:15< matthiaskrgr> use servo for rendering to utilize all cpu cores 20170625 10:00:18< vultraz_iOS> powerpoint presentations are so 2000 20170625 10:00:34< vultraz_iOS> now we should use VR presentations! 20170625 10:00:39< DeFender1031> it's simple, elegant, uses tried-and-true technologies, and is bloated beyond all reason! 20170625 10:01:53< zookeeper> vultraz_iOS, ah yes, i've fallen behind the curve again 20170625 10:02:26< DeFender1031> zookeeper, what curve? we should just never change things anyway! :P 20170625 10:03:52< zookeeper> Ò.ó 20170625 10:06:45< vultraz_iOS> zookeeper's progress curve is equal to the possibly fractionally > 0 flat curvature of the universe 20170625 10:09:24< DeFender1031> On the other hand, I can't rib zookeeper too much, since I was totally the guy from https://xkcd.com/606/ last week... 20170625 10:09:32 * DeFender1031 hangs head in shame. 20170625 10:09:53< vultraz_iOS> :P 20170625 10:09:59< vultraz_iOS> hey, id on't get games as they come out either 20170625 10:11:19< DeFender1031> It's true though... I REALLY want to play breath of the wild, but I don't have a spare $400 to shell out for what is, at the moment, just one game. 20170625 10:11:35< DeFender1031> But if I wait 5 or 10 or 50 years... 20170625 10:13:37< DeFender1031> (This aside from the fact that I really don't have time to play games... I only played portal because someone told me that it would only take an hour or so) 20170625 10:13:59< vultraz_iOS> an hour 20170625 10:13:59< vultraz_iOS> lmao 20170625 10:14:10< vultraz_iOS> this person has never gamed in their life 20170625 10:14:31< DeFender1031> Er, half hour. 20170625 10:14:40< DeFender1031> Did I really type "an hour"? 20170625 10:14:44< DeFender1031> That's not what he said. 20170625 10:14:53< zookeeper> uh oh. i mostly play a game from _2003_, and i'm not sure if i played portal before or after 2013 :> 20170625 10:15:41< DeFender1031> zookeeper, well, everyone here mostly plays a game from 2003... if you can call it playing. 20170625 10:15:49< DeFender1031> hmm... 2005 actually. Interesting. 20170625 10:16:18< vultraz_iOS> and I thought *I* was behind :| 20170625 10:19:16< zookeeper> anything after 2000 is new 20170625 10:19:58< DeFender1031> anything after 2000 is graduating high school this coming year. 20170625 10:21:05< vultraz_iOS> after 2000? 20170625 10:21:16< vultraz_iOS> you guys have weird definitions of "new" 20170625 10:21:28< vultraz_iOS> do you realize iPhones didn't exist 10 years ago 20170625 10:21:40< pydsigner> https://www.youtube.com/watch?v=wiMyCzezfTg 20170625 10:21:42< zookeeper> i don't think i've ever even touched an iphone 20170625 10:22:04< vultraz_iOS> you poor soul 20170625 10:23:39< pydsigner> I mean there's nothing special about an iPhone 20170625 10:26:12< DeFender1031> I had an old nokia brick as my phone until just a couple months ago when work finally insisted that I MUST have a droid. 20170625 10:27:48-!- JyrkiVesterinen [~JyrkiVest@87-92-57-25.bb.dnainternet.fi] has quit [Quit: .] 20170625 10:28:55< zookeeper> i'm well-established myself in the modern tech era. i have a flatscreen monitor _and_ tv, a smartphone with internets, and i've played a game or two released in the past 1-2 years. 20170625 10:29:38< zookeeper> but alas, sometimes all that makes me feel like a sellout 20170625 10:33:55< vultraz_iOS> ...how 20170625 10:37:51< zookeeper> your sarcasm detector might need tweaking :> 20170625 10:44:48< vultraz_iOS> das covfefe 20170625 10:59:57-!- Kwandulin2 [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has quit [Ping timeout: 255 seconds] 20170625 11:07:11-!- horrowind [~Thunderbi@p2003008E6C0B26AF964452FFFE0220ED.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170625 11:28:50-!- RedNew [b17cb850@gateway/web/cgi-irc/kiwiirc.com/ip.177.124.184.80] has joined #wesnoth-dev 20170625 11:33:41< RedNew> anyone here knows the current c++ code ai for wesnoth? 20170625 11:35:48< RedNew> Searching in foruns/wiki there are many articles but then they alert me probably outdated 20170625 11:38:44-!- JyrkiVesterinen [~JyrkiVest@87-92-57-25.bb.dnainternet.fi] has joined #wesnoth-dev 20170625 11:59:25< vultraz_iOS> You could ask mattsc but he's not been around recently 20170625 12:00:38-!- Kwandulin [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170625 12:02:09-!- RedNew [b17cb850@gateway/web/cgi-irc/kiwiirc.com/ip.177.124.184.80] has quit [Quit: http://www.kiwiirc.com/ - A hand crafted IRC client] 20170625 12:10:58-!- Kwandulin [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170625 12:30:27-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 12:36:09-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170625 12:40:35-!- Kwandulin [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170625 13:24:10-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170625 13:24:23-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 13:41:10-!- Coffee_irc [~david@61.68.203.58] has quit [Quit: Konversation terminated!] 20170625 13:49:30-!- atarocch [~atarocch@93.56.160.37] has joined #wesnoth-dev 20170625 13:57:48-!- Kwandulin [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170625 14:11:21-!- Kwandulin [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170625 14:13:23-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170625 14:13:57-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 14:21:09-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170625 14:21:15-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170625 14:21:34-!- Kwandulin [~Kwandulin@p200300760F7CBA3699890DDDC75A5943.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170625 14:23:03< vultraz_iOS> celticminstrel: do you have any ideas for the HUD layout 20170625 14:24:57< celticminstrel> Uh, Wesnoth doesn't have a HUD. 20170625 14:25:46< vultraz_iOS> https://1drv.ms/i/s!As9hRC_GxjKKpXrI--YMuUus9bx_ 20170625 14:27:48-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has quit [Ping timeout: 260 seconds] 20170625 14:28:08< celticminstrel> Why is it transparent? Ugly. 20170625 14:28:16< celticminstrel> What's with the X's? That's not useful at all. 20170625 14:28:38< vultraz_iOS> placeholder icons 20170625 14:28:51< celticminstrel> Anyway, I'm not really sure what you're asking. The layout of the menubar is defined by the theme. 20170625 14:28:59< celticminstrel> Uh, don't use icons for the menus. 20170625 14:29:01< celticminstrel> Use names. 20170625 14:29:41< celticminstrel> Though I suppose having icons for them is good for a mobile theme. 20170625 14:30:10< vultraz_iOS> names take too much space 20170625 14:30:12< celticminstrel> Anyway, apart from the transparency and the X's, what I see there seems acceptable. 20170625 14:30:17< celticminstrel> No they don't. 20170625 14:30:34< celticminstrel> They'd take up about double the space you have there, which is fine because there's no shortage of space. 20170625 14:30:50< celticminstrel> But I guess having a compact theme that uses icons is fine as an alternative. 20170625 14:30:52< vultraz_iOS> Also, there's absolutely no need to have those buttons. 20170625 14:31:00< vultraz_iOS> well 20170625 14:31:02< vultraz_iOS> one of them 20170625 14:31:08< celticminstrel> Pretty sure that's not true. 20170625 14:31:24< vultraz_iOS> most games have a popup menu when you press ESC or something 20170625 14:31:28< celticminstrel> Anyway, you're not suppose to be rethinking the layout of the menus at the moment. 20170625 14:31:32< celticminstrel> ^+d 20170625 14:31:48< celticminstrel> You're just supposed to be drawing the currently-defined layout, which is defined by the default theme. 20170625 14:31:59< celticminstrel> Rethinking the layout would be a separate step. 20170625 14:32:25< celticminstrel> BTW, while you're correct that it's common for games to have a popup menu when pressing escape or something, it's not that uncommon for games to have a menubar like Wesnoth does. 20170625 14:33:11< celticminstrel> Basically what I'm saying here is don't try to do everything at once. 20170625 14:33:37-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has joined #wesnoth-dev 20170625 14:33:50< vultraz_iOS> https://1drv.ms/i/s!As9hRC_GxjKKpXvhLl1EmHp4BJX6 20170625 14:33:58< celticminstrel> Did you decide to do the game UI as a single modal window, or multiple modeless windows overlaid on the map? 20170625 14:34:29< vultraz_iOS> haven't decided 20170625 14:34:39< celticminstrel> Well um... what are you doing now? 20170625 14:34:58< celticminstrel> That one looks about as ugly as the first. 20170625 14:35:04< vultraz_iOS> experimenting with an HUD 20170625 14:35:06< celticminstrel> It's kind of a coin toss which is worse. 20170625 14:35:17< celticminstrel> Shouldn't that be "a HUD"? 20170625 14:35:28< vultraz_iOS> depends 20170625 14:36:03< vultraz_iOS> if it wasn't transparent it would rather be useless 20170625 14:36:04< Bonobo> another issue with not having that stuff in its own bar is that some terrain will make those numbers pretty hard to read 20170625 14:36:10< celticminstrel> ^ 20170625 14:36:21< celticminstrel> That's one very good reason not to use transparency ever. 20170625 14:36:31< celticminstrel> Because you have no control over what's behind it. 20170625 14:36:51< vultraz_iOS> if i did that i might as well keep the whole damn bar 20170625 14:37:01< celticminstrel> Yes, keep the "whole damn bar". 20170625 14:37:05< vultraz_iOS> >_> 20170625 14:37:07< Bonobo> and having the text change colour based on what's behind it would be overcomplicating it 20170625 14:37:15< celticminstrel> It's only a tiny strip at the top, anyway. 20170625 14:37:28< celticminstrel> It's like a menubar and statusbar combo. 20170625 14:37:31< vultraz_iOS> the in-game UI is dated and not modern 20170625 14:38:01< celticminstrel> It works, and it looks fine. I don't really see the problem. 20170625 14:38:27< celticminstrel> Anyway, this goes back to the "don't do everything at once" thing. 20170625 14:38:36< celticminstrel> Just make the current theme work. Then you can retheme as a separate step. 20170625 14:38:56< celticminstrel> Don't worry about the details of how it looks right now. Just get it functional. 20170625 14:39:10< celticminstrel> You're probably not even loading ThemeWML right now anyway, right? 20170625 14:39:28< celticminstrel> So any work you do on this will probably be largely discarded once you are loading ThemeWML. 20170625 14:39:49< Bonobo> I personally don't like it when you have to hover over menu bars and stuff like that to activate them in modern UIs. it usually just ends up making me taking multiple attempts to line it up just right since it deactivates if you miss your target button by a small amount 20170625 14:40:20< celticminstrel> (Presumably the important bits and pieces would be retained, but... it's probably better to implement it in the ThemeWML in the first place rather than first implementing it in GUI2 WML and then porting it.) 20170625 14:40:37< celticminstrel> (Obviously the ThemeWML in question would be an updated version of ThemeWML though, just to clarify that.) 20170625 14:41:03< vultraz_iOS> Do you realize how messy and bad the code is that draws the theme panels 20170625 14:41:13< vultraz_iOS> It creates *local font::pango_text objects* :| 20170625 14:41:17< vultraz_iOS> just for an example 20170625 14:41:21< celticminstrel> Well, you won't be using that code, so it doesn't really matter. 20170625 14:41:36< vultraz_iOS> that is exactly why I'm working with GUI2 20170625 14:41:38< celticminstrel> What you need to do is write a conversion function that transforms ThemeWML into GUI2 WML. 20170625 14:41:52< celticminstrel> Anyway, it's fine to be working with GUI2 for the time being. 20170625 14:42:05< celticminstrel> Just don't bother tweaking it to be perfect, because it needs to be ported to ThemeWML later anyway. 20170625 14:42:16< vultraz_iOS> >_> 20170625 14:42:25< vultraz_iOS> sttttop bringing up ThemeWML 20170625 14:42:28< celticminstrel> No. 20170625 14:44:41< vultraz_iOS> i don't even know what New!ThemeWML would look like 20170625 14:45:04< celticminstrel> It would look pretty similar to current ThemeWML, I expect. 20170625 14:45:09< celticminstrel> There would be differences, of course. 20170625 14:45:29< vultraz_iOS> It seems stupid to support two different layout languages 20170625 14:45:34< celticminstrel> Mostly related to how things are positioned. 20170625 14:46:26< celticminstrel> GUI2 WML is a pretty terrible layout language, so... 20170625 14:46:43< vultraz_iOS> how would you improve it :| 20170625 14:46:57< celticminstrel> Use about 50% fewer tags? 20170625 14:47:07< celticminstrel> For example, do away with all the row and column tags. 20170625 14:47:18< vultraz_iOS> that would only make the code harder to read 20170625 14:47:29< celticminstrel> I don't think it would? 20170625 14:47:50< celticminstrel> It would make it easier to avoid errors though. 20170625 14:47:56< vultraz_iOS> i mean, how would you even define a cell anyway, then 20170625 14:48:05< celticminstrel> You wouldn't have any stupid "wrong number of columns in this row" errors. 20170625 14:48:28< celticminstrel> You might have a tag defining a cell. 20170625 14:48:42< celticminstrel> I think that much might be necessary. 20170625 14:49:26< celticminstrel> I suppose an alternate way to handle those errors is how HTML does - basically just allow empty cells. 20170625 14:51:45< vultraz_iOS> ok, so you define a cell 20170625 14:51:49< vultraz_iOS> how do you define its position 20170625 14:52:05< vultraz_iOS> how do you define its relationship to other cells 20170625 14:52:25< vultraz_iOS> add [cell] or something and you just replace [column] 20170625 14:52:31< vultraz_iOS> so all you get rid of is [grid] 20170625 14:52:33< vultraz_iOS> er 20170625 14:52:36< vultraz_iOS> i mean [row] 20170625 14:53:07< celticminstrel> Use [grid]num_columns=3 20170625 14:53:19< celticminstrel> Then just put the cells in order, left to right then top to bottom. 20170625 14:54:04< celticminstrel> There are some problems with this idea, admittedly. 20170625 14:54:11< vultraz_iOS> ok 20170625 14:54:17< vultraz_iOS> but how do you define relationships 20170625 14:54:21< vultraz_iOS> like grow factors 20170625 14:54:22< vultraz_iOS> alignments 20170625 14:54:23< vultraz_iOS> etc 20170625 14:55:03< celticminstrel> Well, those are the problems I was just referring to. 20170625 14:55:11< celticminstrel> I think they're solvable, but I'm not sure how. 20170625 14:55:45< celticminstrel> Some of them could go in the individual cells, I guess. 20170625 14:56:29< vultraz_iOS> well, that's already the case 20170625 15:00:24< vultraz_iOS> anyway 20170625 15:00:49< vultraz_iOS> while i don't particularity like themewml, there is something to be said for allowing precise positioning of elements 20170625 15:01:30< vultraz_iOS> It just seems like areas of the game are all so fragmented :| 20170625 15:04:11-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170625 15:04:24-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 15:06:33-!- Kwandulin [~Kwandulin@p200300760F7CBA3620182415373F3F45.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170625 15:07:48-!- Bonobo [~Bonobo@61.68.203.58] has quit [Ping timeout: 260 seconds] 20170625 15:14:56< vultraz_iOS> celticminstrel: alright, I have my GUI2 port of the main game UI drawing with a modeless dialog 20170625 15:18:31< vultraz_iOS> need to rip out the themeWML handling now... 20170625 15:18:59< vultraz_iOS> right now it's "working" with an ugly frakenmess of "invisible" elements under the UI :| 20170625 15:20:18-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170625 15:21:38< celmin> "rip out" kinda sounds ominous. 20170625 15:22:27< vultraz_iOS> well it certainly shouldn't be the case that a button only works because of an invisible button underneath it 20170625 15:22:40< celmin> I suppose. 20170625 15:23:21< vultraz_iOS> also a lot of problems here 20170625 15:23:24< vultraz_iOS> the minimap for once 20170625 15:23:41< celmin> What's wrong with the minimap? 20170625 15:24:43< vultraz_iOS> https://1drv.ms/i/s!As9hRC_GxjKKpXxALFdBF4VS3JRh 20170625 15:25:42< celticminstrel> I'm not even quite sure what's going on there... 20170625 15:26:09< vultraz_iOS> GUI2 layout messes 20170625 15:26:19< vultraz_iOS> i can't line up the buttons exactly in the box 20170625 15:26:28< vultraz_iOS> or the minimap in the box 20170625 15:26:29< celmin> Why not? 20170625 15:26:33< vultraz_iOS> because the box is a background layer 20170625 15:26:54< celmin> It is defined in GUI2, I assume? 20170625 15:26:59< vultraz_iOS> yes 20170625 15:27:30< celmin> What about adding padding? Would that work? 20170625 15:27:39< celmin> IIRC GUI2 calls padding "border" for some reason. 20170625 15:27:47< vultraz_iOS> maybe but it would need to be done Just So 20170625 15:28:09< celmin> Well, as long as it's possible... :P (That said it's probably not something worth worrying about right now.) 20170625 15:28:27< vultraz_iOS> i don't know if it's possible 20170625 15:28:35 * celmin shrugs. 20170625 15:28:43< vultraz_iOS> plus absolute pixel measurements in this type of thing are bad because of DPI and stuff 20170625 15:29:07< vultraz_iOS> anyway 20170625 15:29:08< vultraz_iOS> will work tomorrow 20170625 15:29:54< celmin> I think it should be entirely possible to manage "absolute pixel measurements" even with varying DPI. 20170625 15:30:21< celmin> The measurements should be against the pixels in the image file, basically. 20170625 15:30:34< celmin> Rather than the pixels on the screen. 20170625 15:30:59< vultraz_iOS> Everything should be in DIPs 20170625 15:31:33< celmin> Uh, what. 20170625 15:31:53< celmin> If you want DPI-independent measurements you should be using SI units or font units (like em or pt). 20170625 15:32:09< vultraz_iOS> SI units? 20170625 15:32:18< celmin> mm, cm 20170625 15:32:46< celmin> Metric units. 20170625 15:32:50< celmin> Is another term for it. 20170625 15:32:57< vultraz_iOS> I see 20170625 15:33:13< celmin> I suppose you could say that SI units are the evolution of the metric system. 20170625 15:33:23< vultraz_iOS> DIP = device independent pixels 20170625 15:33:47< celmin> Well, addressing the pixels in the image seems like it would be device independent. 20170625 15:34:01< celmin> Something similar to what the storyscreen does. 20170625 15:34:21< celmin> If you need pixel measurements but also DPI-independence, that's the sort of thing I think you'd need to do. 20170625 15:35:11< vultraz_iOS> Damn storyscreen 20170625 15:36:28< vultraz_iOS> That's not a simple solution 20170625 15:37:28< celmin> Stupid MSVC and your "casting int to bool" warnings. 20170625 15:42:54< celmin> It's especially annoying because explicitly casting doesn't silence it. 20170625 15:43:18< JyrkiVesterinen> Use a ternary? 20170625 15:43:22< JyrkiVesterinen> int my_int; 20170625 15:43:30< JyrkiVesterinen> my_int != 0 ? 1 : 0; 20170625 15:44:00< celmin> Except replace 1 with true and 0 with false, so really, the ? and everything following it is superfluous. 20170625 15:44:18< celmin> In this case it's complaining about SDL_bool though. 20170625 15:44:44< celmin> So basically we already have a boolean value, but it's a C boolean so it doesn't recognise it as a boolean. (It's actually an enum for some reason.) 20170625 15:48:59-!- irker036 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170625 15:48:59< irker036> wesnoth: Celtic Minstrel wesnoth:master bee8974061c1 / po/wesnoth-tutorial/it.po: Fix some improperly-cased tags in Italian translation https://github.com/wesnoth/wesnoth/commit/bee8974061c156410ab2f944a0f20b200b743825 20170625 15:48:59< irker036> wesnoth: Celtic Minstrel wesnoth:master a5b613ba4c82 / src/scripting/game_lua_kernel.cpp: Lua: Allow specifying whether to fire event in put_unit even without an explicit https://github.com/wesnoth/wesnoth/commit/a5b613ba4c82eb287658a99bdf9c354a15159f13 20170625 15:49:00< irker036> wesnoth: Celtic Minstrel wesnoth:master 3f26fdc54875 / src/actions/ (unit_creator.cpp unit_creator.hpp): Add fire_event=no option in [unit] https://github.com/wesnoth/wesnoth/commit/3f26fdc54875b6e944f03f4b6ac332d330c2d665 20170625 15:50:33-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20170625 16:12:34-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170625 16:12:40-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170625 16:42:29-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20170625 16:42:57-!- Kwandulin [~Kwandulin@p200300760F7CBA3620182415373F3F45.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170625 16:48:58-!- Appveyor [~Appveyor@74.205.54.20] has joined #wesnoth-dev 20170625 16:48:58< Appveyor> The Battle for Wesnoth (Visual Studio 2013) - Release Celtic Minstrel 3f26fdc: Add fire_event=no option in [unit] Failed 20170625 16:48:58< Appveyor> Details: https://ci.appveyor.com/project/wesnoth/wesnoth/build/Wesnoth-VS2013-master-381 20170625 16:49:03-!- Appveyor [~Appveyor@74.205.54.20] has left #wesnoth-dev [] 20170625 16:49:10-!- travis-ci [~travis-ci@ec2-54-227-46-122.compute-1.amazonaws.com] has joined #wesnoth-dev 20170625 16:49:11< travis-ci> wesnoth/wesnoth#14354 (master - 3f26fdc : Celtic Minstrel): The build was broken. 20170625 16:49:11< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/246810670 20170625 16:49:11-!- travis-ci [~travis-ci@ec2-54-227-46-122.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170625 16:52:52-!- ShikadiLord is now known as shadowm 20170625 16:53:03< shadowm> Welp: https://lists.debian.org/debian-devel/2017/06/msg00308.html 20170625 17:00:34-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20170625 17:10:46< irker036> wesnoth: Celtic Minstrel wesnoth:master cb134496b194 / src/units/unit.cpp: Add fire_event to list of known [unit] keys https://github.com/wesnoth/wesnoth/commit/cb134496b194603920995e20cde05610be35dc13 20170625 17:15:01-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: The minstrel dozes...] 20170625 17:18:34-!- TadCarlucci [~lundberg@74.193.219.119] has joined #wesnoth-dev 20170625 17:25:12-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170625 17:25:18-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170625 17:55:16-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20170625 17:55:55-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20170625 17:56:02-!- Appveyor [~Appveyor@74.205.54.20] has joined #wesnoth-dev 20170625 17:56:02< Appveyor> The Battle for Wesnoth (Visual Studio 2017) - Release Celtic Minstrel 3f26fdc: Add fire_event=no option in [unit] Failed 20170625 17:56:02< Appveyor> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-master-69 20170625 17:56:06-!- Appveyor [~Appveyor@74.205.54.20] has left #wesnoth-dev [] 20170625 17:58:39< TadCarlucci> Anyone working on the Travis/Appveyor/WML Tests failure? 20170625 18:00:05-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20170625 18:02:58-!- TadCarlucci [~lundberg@74.193.219.119] has quit [Quit: Leaving] 20170625 18:14:25< celticminstrel> ... 20170625 18:15:02< celticminstrel> I was assuming the appveyor failure is the same as the Travis failure which I already fixed (probably). 20170625 18:15:12< celticminstrel> But I guess he's not here to see my response. 20170625 18:19:42-!- Kwandulin [~Kwandulin@p200300760F7CBA3620182415373F3F45.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170625 18:19:47-!- TadCarlucci [~lundberg@74.193.219.119] has joined #wesnoth-dev 20170625 18:20:03< celticminstrel> My latest commit should fix it. 20170625 18:22:35< TadCarlucci> Then I'll see it's running tests now 20170625 18:28:15< TadCarlucci> Yes, it's fixed 20170625 18:50:05-!- rwr3000_ [45888aca@gateway/web/freenode/ip.69.136.138.202] has joined #wesnoth-dev 20170625 18:50:35-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Remote host closed the connection] 20170625 18:51:10< rwr3000_> Anyone know of an era that adds new attack types? I want to create some for a project I"m working on but can't find any examples. I know I've seen it before, just can't remember where. 20170625 18:52:06-!- travis-ci [~travis-ci@ec2-54-227-46-122.compute-1.amazonaws.com] has joined #wesnoth-dev 20170625 18:52:07< travis-ci> wesnoth/wesnoth#14357 (master - cb13449 : Celtic Minstrel): The build was fixed. 20170625 18:52:08< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/246827416 20170625 18:52:08-!- travis-ci [~travis-ci@ec2-54-227-46-122.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170625 18:52:08< celticminstrel> Sooooo I think what I need to do is create a new class that duplicates half of the pango_text class... :| 20170625 18:52:29< celticminstrel> rwr3000_: Do you mean new damage types? 20170625 18:52:49< celticminstrel> Or additional ranges beyond "melee" and "ranged"? 20170625 18:53:11< rwr3000_> Yes, damage types 20170625 18:53:28< celticminstrel> You don't need to do anything special, just set type to some new value. 20170625 18:53:43< celticminstrel> There's an extra step to make it display nicely though. 20170625 18:53:55< rwr3000_> What's that? 20170625 18:54:58< celticminstrel> Basically [language]type_YOURTYPE = _"your type" 20170625 18:55:11< celticminstrel> https://wiki.wesnoth.org/LanguageWML#Examples 20170625 18:55:43< celticminstrel> That goes at toplevel, not in the [unit_type] or even in [units] 20170625 18:57:03< rwr3000_> Awesome, thanks 20170625 18:57:47-!- rwr3000_ [45888aca@gateway/web/freenode/ip.69.136.138.202] has quit [Quit: Page closed] 20170625 19:05:46-!- Appveyor [~Appveyor@74.205.54.20] has joined #wesnoth-dev 20170625 19:05:46< Appveyor> The Battle for Wesnoth (Visual Studio 2015) - Release Celtic Minstrel 3f26fdc: Add fire_event=no option in [unit] Failed 20170625 19:05:46< Appveyor> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-master-379 20170625 19:05:50-!- Appveyor [~Appveyor@74.205.54.20] has left #wesnoth-dev [] 20170625 19:10:34-!- mjs-de [~mjs-de@x4db684af.dyn.telefonica.de] has joined #wesnoth-dev 20170625 19:38:25-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170625 19:43:17-!- Kwandulin [~Kwandulin@p200300760F7CBA3620182415373F3F45.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170625 19:44:06-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 20:06:56-!- TadCarlucci [~lundberg@74.193.219.119] has quit [Quit: Leaving] 20170625 20:07:02-!- mjs-de [~mjs-de@x4db684af.dyn.telefonica.de] has quit [Remote host closed the connection] 20170625 20:11:40-!- irker036 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170625 20:21:07-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170625 20:21:41-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 20:30:22-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170625 20:30:28-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170625 20:38:05-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 20:38:50-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20170625 20:39:26-!- stikonas_ is now known as stikonas 20170625 21:14:05-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170625 21:14:39-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 21:29:29-!- JyrkiVesterinen [~JyrkiVest@87-92-57-25.bb.dnainternet.fi] has quit [Quit: .] 20170625 21:41:09-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20170625 22:07:24-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20170625 22:09:40-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170625 22:10:14-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 22:14:46< shadowm> celticminstrel: So, this stuff you did here with the section headings: https://wiki.wesnoth.org/index.php?title=ImagePathFunctionWML&diff=57620&oldid=57619 20170625 22:14:57< shadowm> Never use H1 (=foobar=) section headings. 20170625 22:19:21-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 268 seconds] 20170625 23:02:19-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170625 23:02:53-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 23:21:36< vultraz_iOS> celticminstrel: what are we doing about the iOS port PR 20170625 23:34:46< vultraz_iOS> celticminstrel: didn't you add full-directory loading from lua? 20170625 23:37:46-!- RatArmy_ [~ratarmy@om126237120119.9.openmobile.ne.jp] has joined #wesnoth-dev 20170625 23:46:17-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20170625 23:54:54-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170625 23:55:28-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170625 23:58:52-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev --- Log closed Mon Jun 26 00:00:14 2017