--- Log opened Mon Aug 06 00:00:38 2018 20180806 00:11:03-!- Polsaker is now known as Punsaker 20180806 00:15:40-!- louis94 [~~louis94@109.49-136-217.adsl-dyn.isp.belgacom.be] has quit [Ping timeout: 256 seconds] 20180806 00:25:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180806 00:26:03-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180806 01:28:50-!- aeth_ [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20180806 01:30:28-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Ping timeout: 256 seconds] 20180806 04:49:08<+wesdiscordbot> @Pentarctagon you forgot the titles in the wml 20180806 04:52:37<+wesdiscordbot> ? 20180806 04:55:41<+wesdiscordbot> you mean sound-utils? 20180806 04:56:43<+wesdiscordbot> Probably 20180806 04:58:47<+wesdiscordbot> why would the title be duplicated manually there anyway? 20180806 05:00:40<+wesdiscordbot> because there's no way to access the actual metadata 20180806 05:00:52<+wesdiscordbot> at least, not with the libs we use. 20180806 05:04:07<+wesdiscordbot> it seems like it does: 20180806 05:04:14<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/475891831444471838/title_metadata.png 20180806 05:07:39<+wesdiscordbot> it does what? 20180806 05:08:09<+wesdiscordbot> it sees the metadata 20180806 05:08:18<+wesdiscordbot> all I did for the above was change it in VLC 20180806 05:08:42<+wesdiscordbot> 🤔 20180806 05:08:51<+wesdiscordbot> what says the WL? 20180806 05:09:05< celmin> What's this about anyway? 20180806 05:09:05<+wesdiscordbot> WL? 20180806 05:09:10<+wesdiscordbot> WML 20180806 05:09:24< celmin> Something about music tracks or? 20180806 05:10:50<+wesdiscordbot> Vultraz was saying the WML needs to be updated for where it sets the tracks' title manually since the metadata for the title isn't used, but it seems like it is actually used. 20180806 05:11:20<+wesdiscordbot> related to https://github.com/wesnoth/wesnoth/pull/3438 20180806 05:11:31<+wesdiscordbot> The game can access the metadata on GNU/Linux via libvorbisfile. 20180806 05:11:32<+wesdiscordbot> https://github.com/wesnoth/wesnoth/blob/bc4d22dc72e79c3d6a3364ac896e473afd298246/src/sound_music_track.cpp#L87 20180806 05:11:42<+wesdiscordbot> It's not available on Windows or macOS. 20180806 05:11:45<+wesdiscordbot> ah 20180806 05:11:59< celmin> That was gonna be my next question (does it work on Windows and Linux) 20180806 05:12:10< celmin> But what's this about? 20180806 05:12:16< celmin> Did we add a new track or something? 20180806 05:13:27<+wesdiscordbot> Pull request 3438. Penta changed the metadata of some tracks, and Vultraz said that he needs to also update track names in sound-utils.cfg. 20180806 05:14:43< celmin> Ah, okay. 20180806 05:15:53< celmin> Speaking of the music tracks though, I wonder if we should add a file noting some of them are CC or whatever? Obviously after consulting with the original musician, but I'm saying this because ISTR that West didn't like GPLing them. 20180806 05:20:02<+wesdiscordbot> Alright, I think that's all there is then. It looks like the title is only set in FULL_MUSIC_PLAYLIST. 20180806 05:20:55-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20180806 05:24:25-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20180806 05:25:32-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20180806 05:30:49-!- travis-ci [~travis-ci@ec2-54-81-162-236.compute-1.amazonaws.com] has joined #wesnoth-dev 20180806 05:30:50< travis-ci> Pentarctagon/wesnoth#74 (master - c65475e : Pentarctagon): The build has errored. 20180806 05:30:50< travis-ci> Build details : https://travis-ci.org/Pentarctagon/wesnoth/builds/412484099 20180806 05:30:50-!- travis-ci [~travis-ci@ec2-54-81-162-236.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180806 05:37:24-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20180806 05:39:01-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20180806 05:39:26-!- behalebabo [~behalebab@unaffiliated/behalebabo] has quit [Ping timeout: 260 seconds] 20180806 05:51:30-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20180806 05:57:01-!- aeth_ is now known as aeth 20180806 06:23:07-!- travis-ci [~travis-ci@ec2-54-81-22-25.compute-1.amazonaws.com] has joined #wesnoth-dev 20180806 06:23:08< travis-ci> wesnoth/wesnoth#19068 (master - a6bd0c8 : Steve Cotton): The build passed. 20180806 06:23:08< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/412494129 20180806 06:23:08-!- travis-ci [~travis-ci@ec2-54-81-22-25.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180806 06:38:00-!- matth1askrgr is now known as matthiaskrgr 20180806 06:41:23-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20180806 06:54:46-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20180806 07:08:24-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180806 07:09:18-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20180806 08:01:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180806 08:02:03-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180806 08:31:24-!- louis94 [~~louis94@109.49-136-217.adsl-dyn.isp.belgacom.be] has joined #wesnoth-dev 20180806 08:54:53-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20180806 08:59:35-!- louis94 [~~louis94@109.49-136-217.adsl-dyn.isp.belgacom.be] has quit [Ping timeout: 240 seconds] 20180806 09:14:45-!- louis94 [~~louis94@109.49-136-217.adsl-dyn.isp.belgacom.be] has joined #wesnoth-dev 20180806 09:20:09-!- louis94 [~~louis94@109.49-136-217.adsl-dyn.isp.belgacom.be] has quit [Ping timeout: 264 seconds] 20180806 09:21:00-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20180806 11:19:39-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Quit: wedge009] 20180806 12:40:23-!- travis-ci [~travis-ci@ec2-54-145-83-244.compute-1.amazonaws.com] has joined #wesnoth-dev 20180806 12:40:24< travis-ci> wesnoth/wesnoth#19069 (1.14 - f887084 : gfgtdf): The build was broken. 20180806 12:40:24< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/412620400 20180806 12:40:24-!- travis-ci [~travis-ci@ec2-54-145-83-244.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180806 12:41:21<+wesdiscordbot> /home/wesnoth-travis/src/playsingle_controller.cpp:680:124: error: 'class saved_game' has no member named 'get_replay_starting_point' 20180806 13:01:40-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180806 13:01:45-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180806 13:30:35-!- behalebabo [~behalebab@unaffiliated/behalebabo] has joined #wesnoth-dev 20180806 13:40:11-!- wesdiscordbot1 [~wesdiscor@wesnoth/bot/discord-bridge] has joined #wesnoth-dev 20180806 13:40:17-!- mode/#wesnoth-dev [+v wesdiscordbot1] by ChanServ 20180806 13:43:46-!- wesdiscordbot [~wesdiscor@wesnoth/bot/discord-bridge] has quit [Ping timeout: 244 seconds] 20180806 13:44:05-!- wesdiscordbot1 is now known as wesdiscordbot 20180806 14:08:29-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180806 14:08:35-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180806 14:26:34-!- matthiaskrgr [matthiaskr@gateway/shell/panicbnc/x-rgsthygrrfwmukhi] has quit [Ping timeout: 240 seconds] 20180806 14:26:50-!- ChipmunkV[m] [chipmunkvm@gateway/shell/matrix.org/x-gtcjdearjwtmjbno] has quit [Ping timeout: 240 seconds] 20180806 14:42:54<+wesdiscordbot> zookeeper: can you look at my PR when you have time 20180806 14:51:24-!- vn971 [~vasya@94.158.103.15] has left #wesnoth-dev ["Leaving."] 20180806 15:00:25-!- travis-ci [~travis-ci@ec2-54-198-58-172.compute-1.amazonaws.com] has joined #wesnoth-dev 20180806 15:00:26< travis-ci> wesnoth/wesnoth#19070 (1.14 - 4c1dd3e : gfgtdf): The build was fixed. 20180806 15:00:26< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/412676616 20180806 15:00:26-!- travis-ci [~travis-ci@ec2-54-198-58-172.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180806 15:07:18-!- matth1askrgr__ [matthiaskr@gateway/shell/panicbnc/x-gibqvzzgfykscltz] has joined #wesnoth-dev 20180806 15:07:45-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180806 15:49:07< celticminstrel> Anyone have thoughts on this? https://github.com/wesnoth/wesnoth/compare/customize_objectives 20180806 15:49:22< celticminstrel> Probably shouldn't merge it as-is, mind you. 20180806 15:49:27< celticminstrel> Hence, no PR yet, 20180806 15:49:40< celticminstrel> Relevant issue: https://github.com/wesnoth/wesnoth/issues/2671 20180806 15:50:46-!- valdar [~atarocch@37.176.231.9] has quit [Ping timeout: 264 seconds] 20180806 15:57:21< celticminstrel> Also BTW, is anyone interested in adding a VS Code workspace file to the repository? Or at least a .vscode settings folder? 20180806 15:59:09< celticminstrel> (The only reason for a workspace file IMO would be so we can put it in projectfiles with all the other projects; we don't really need multiroot here.) 20180806 16:00:33<+wesdiscordbot> A workspace file is also a good way to set indentation options. 20180806 16:00:47< celticminstrel> Can that be done per flie type though? 20180806 16:01:07< celticminstrel> Because the convention in Wesnoth is rather haphazard: 20180806 16:01:15< celticminstrel> • C++ files are indented using tabs 20180806 16:01:22< celticminstrel> • Lua is indented... I'm not even sure. 20180806 16:01:30< celticminstrel> • Most cfg files are indented with spaces. 20180806 16:01:37< celticminstrel> • GUI2 config files are indented with tabs. 20180806 16:01:43< celticminstrel> • Python files are indented with spaces. 20180806 16:01:52<+wesdiscordbot> AFAIK, it's not possible to mix multiple indentation styles in one VSCode workspace. 20180806 16:02:27< celticminstrel> So IOW the default of guessing based on the open file is probably best. 20180806 16:04:41< celticminstrel> Oh, looks like there might be a way. 20180806 16:04:46< celticminstrel> https://stackoverflow.com/a/43883133/1502810 20180806 16:05:12< celticminstrel> We could have one for Python and C++, and maybe Lua. 20180806 16:07:02-!- valdar [~atarocch@37.176.231.9] has joined #wesnoth-dev 20180806 16:10:02<+wesdiscordbot> It might also be a good idea to use EditorConfig, as suggested in the next answer. 20180806 16:10:32< celticminstrel> Personally I'd prefer not to require people to install an extension (other than maybe the WML extension)... 20180806 16:11:01<+wesdiscordbot> On the other hand, EditorConfig works with nearly every text editor that supports extensions. 20180806 16:17:23< celticminstrel> I'm confused, why am I sharing my ally's vision even though they have share_vision=none in the WML... :S 20180806 16:22:08< celticminstrel> Somehow it was changed to all? Also isn't side_name supposed to be shown in alt+S? 20180806 16:22:39< celticminstrel> Oh, no, I just accidentally deleted the "none" because my mouse is misbehaving. 20180806 16:23:06-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20180806 16:24:05-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180806 16:24:05-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180806 16:24:38< celticminstrel> So basically it's "none" and I can still see the ally's vision. And the side_name isn't showing in alt+S. This side has no leader, would that be relevant? 20180806 16:26:06< celticminstrel> Another possibility is that the ally is set not to use fog or shroud? 20180806 16:30:53< celticminstrel> Ohhhh. I think it's actually the treewalker's vision. Just need to fix it so they can't see through the trees. 20180806 16:37:58< celticminstrel> Still missing side_name from alt+S though. 20180806 17:57:53-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180806 19:02:01-!- matth1askrgr__ is now known as matth1askrgr 20180806 19:16:43-!- matth1askrgr is now known as matthiaskrgr 20180806 19:17:51< celmin> You know, it would be really nice if you could automate the "Death of XXX" objectives. 20180806 19:18:06< celmin> Not exactly sure how that would work, but... 20180806 19:18:12< celmin> Maybe "anyone who has the hero overlay"? 20180806 19:18:17< celmin> Maybe a new "status=hero"? 20180806 20:14:34< zookeeper> surely you can't actually automate them because translations? 20180806 20:14:48< zookeeper> @Yumi i quickly debugmoded through the scenario, seems okay. needs some little tweaks, such as the carryover dialog showing up in the end. 20180806 20:16:15<+wesdiscordbot> carryover dialog showing up in the end? 20180806 20:16:37<+wesdiscordbot> can you give a screenshot of what you mean, for some reason my brain is not parsing that statement right now 😦 20180806 20:17:09< zookeeper> gold carryover 20180806 20:18:39<+wesdiscordbot> oh so I guess you want me to make carryover_report=no 20180806 20:18:44<+wesdiscordbot> in [endlevel] 20180806 20:18:48< zookeeper> yes 20180806 20:18:52<+wesdiscordbot> okay 20180806 20:18:58<+wesdiscordbot> anything else? 20180806 20:19:09< zookeeper> anyway, i'll need to take another look, and then actually look at the original scenario too 20180806 20:19:27<+wesdiscordbot> okay 20180806 20:19:44<+wesdiscordbot> have fun with the original scenario lol 20180806 20:20:13<+wesdiscordbot> (although I guess if you're using debug, it should be less carpal tunnel-y) 20180806 20:20:13< zookeeper> aiglondur is probably one of the likeliest units to open the first gate with, and the "Yes sir" dialogue doesn't fit him 20180806 20:20:34<+wesdiscordbot> sure, I can make a special dialogue for him 20180806 20:21:09<+wesdiscordbot> just "Very well then" 20180806 20:21:11<+wesdiscordbot> or something like that 20180806 20:22:38< celmin> zookeeper: Why wouldn't you be able to? 20180806 20:25:49< zookeeper> celmin, because you'd need to use the name of the unit as-is, whereas some languages would need to use a different form for it? 20180806 20:25:56< celmin> Hmm. 20180806 20:26:04< celmin> I see what you mean... 20180806 20:27:30< celmin> That doesn't make it impossible, mind you, but quite a bit harder than I was thinking. 20180806 20:28:39< celmin> I guess it's probably not worth it then. 20180806 20:31:42< zookeeper> the current way is super straightforward and obvious, and any kind of semi-automated method based on hero statuses or whatever would be complicated and inevitably result in more time spent on making the objectives work right. 20180806 20:33:49<+wesdiscordbot> automated death objectives would be bad in the case of scenarios where a hero is supposed to be able to die 20180806 20:37:55< zookeeper> well, let's say s/inevitably/likely ... 20180806 20:49:05-!- valdar [~atarocch@37.176.231.9] has quit [Ping timeout: 240 seconds] 20180806 21:13:23-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 260 seconds] 20180806 21:15:06-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20180806 21:15:24-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20180806 21:27:36-!- louis94 [~~louis94@109.49-136-217.adsl-dyn.isp.belgacom.be] has joined #wesnoth-dev 20180806 21:44:02-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: KABOOM! It seems that I have exploded. Please wait while I reinstall the universe.] 20180806 21:44:22-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20180806 21:48:10-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180806 21:51:25<+wesdiscordbot> Is there way to make whole column in one color? I need to debug GUI2WML So I want to see whole column. 20180806 21:51:44-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20180806 21:53:21< celticminstrel> I think there's probably a way but I'm not sure what it would be... 20180806 21:53:46< celticminstrel> There is some debug mechanism that's compiled out by default, but no idea if that's anything to do with what you want. 20180806 21:54:59<+wesdiscordbot> And how can I use this debug mechanism? 20180806 21:55:23<+wesdiscordbot> So far I know only about debug logging which is useless now 20180806 21:55:27< celticminstrel> Need to look it up in the source... 20180806 21:56:45< celticminstrel> DEBUG_WINDOW_LAYOUT_GRAPHS 20180806 21:56:50< celticminstrel> I'm not sure what it actually does. 20180806 21:57:00<+wesdiscordbot> Who knows 20180806 21:57:04< celticminstrel> Might be another thing, ISTR something about debug colouring or something... 20180806 21:57:22<+wesdiscordbot> Yeah debut border 20180806 21:57:25<+wesdiscordbot> Something 20180806 21:57:48< celticminstrel> Guessing DEBUG_WINDOW_LAYOUT_GRAPHS won't be what you want though. 20180806 21:57:56< celticminstrel> But who knows. 20180806 21:58:38<+wesdiscordbot> I'll try enable this macro and I'll see 20180806 21:59:03< celticminstrel> Any widget can take debug_border_color and debug_border_mode keys... (this is unrelated to the define IIUC) 20180806 21:59:25< celticminstrel> Shapes on a canvas also have a debug key, I'm not sure what that's for... 20180806 22:00:41< celticminstrel> Okay, so I guess debug_border_mode=1 outlines the widget in the specified colour, and debug_border_mode=2 flood-fills the widget with that colour. That probably doesn't quite help you though, huh... 20180806 22:00:54< celticminstrel> Since the widget in your case is the grid, and you just want one column... 20180806 22:04:59<+wesdiscordbot> I can define new grid inside whole column 20180806 22:05:05<+wesdiscordbot> couldn't I? 20180806 22:30:10<+wesdiscordbot> It does nothing O.o 20180806 22:30:14<+wesdiscordbot> 🤔 20180806 22:33:56< celticminstrel> You can put a grid in a grid cell, yes. 20180806 22:34:34< celticminstrel> That is, [row] can contain [grid]. 20180806 22:34:43< celticminstrel> [column] can only contain [row]. 20180806 22:49:58-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20180806 23:18:14-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180806 23:19:21<+wesdiscordbot> other way around 20180806 23:19:44< celticminstrel> ... 20180806 23:20:48<+wesdiscordbot> it's grid -> row -> column -> grid not column -> row -> grid -> column 20180806 23:21:57< celmin> I get what you mean, but I'm just kinda wondering, why would you do it that way. 20180806 23:22:07< celmin> Actually TBH, why can't we just support both ways? 20180806 23:22:24< celmin> Sometimes row-wise is more convenient, sometimes column-wise is more convenient I guess. 20180806 23:22:56<+wesdiscordbot> a layout system like css grid would be better. 20180806 23:23:07< celmin> Uhuh sure. 20180806 23:23:21< celmin> What's that actually like anyway? 20180806 23:25:02<+wesdiscordbot> you define a grid with a number of rows and columns, and items are automatically placed in it in the flow direction you choose, or you can place them in specific cells, or even tell them to span multiple rows or columns in a rectangle as you so choose. 20180806 23:25:30<+wesdiscordbot> the defined rows and columns are the explicit track, and the auto-generated ones are the implicit track. 20180806 23:26:33<+wesdiscordbot> they introduced a new measurement unit, fr, to define "fractional" space. 1fr means a cell takes up 1 fraction of the available space. Two columns with 1fr 1fr measurements would have 50% space each. 20180806 23:27:26<+wesdiscordbot> Speaking of layout methods, there's a method by which you can name specific grid cells and place an element in them, providing a visual representation of the grid 20180806 23:27:32<+wesdiscordbot> such as css grid-template-areas: "null1 logo1 null2" "text text text" "navbar navbar navbar"; 20180806 23:27:39< celmin> You know, I have a feeling that I suggested this before. 20180806 23:27:49< celmin> "you define a grid with a number of rows and columns, and items are automatically placed in it in the flow direction you choose" <-- that part 20180806 23:28:35<+wesdiscordbot> saying the item is in the "text" cell means it will always be in that cell even if you change the layout via @media queries 20180806 23:28:52< celmin> Are those on different lines? 20180806 23:29:01< celmin> Because the discordbot removes line breaks. 20180806 23:29:03<+wesdiscordbot> yes but they don't need to be 20180806 23:29:07< celmin> Obviously. 20180806 23:29:10<+wesdiscordbot> one row per string 20180806 23:29:17< celmin> Yeah I got that thanks. 20180806 23:29:36<+wesdiscordbot> there's also other stuff to make cells grow to fill available space 20180806 23:29:58<+wesdiscordbot> allowing for stuff like responsive layouts where the number of columns responds to screen size without bootstrap 20180806 23:30:07< celmin> So the thing is, if in GUI2 we wanted to move to a more flow-based grid setup, where your widgets fit directly under [grid]… then, where would the info currently relegated to attributes of [row] or [column] go? 20180806 23:30:27<+wesdiscordbot> probably in the way the grid is defined 20180806 23:30:41< celmin> ? 20180806 23:30:53<+wesdiscordbot> place 20180806 23:30:57< celmin> ? 20180806 23:31:00<+wesdiscordbot> agh 20180806 23:31:02< celmin> What are you talking about? 20180806 23:31:18< celmin> (As an aside, does anyone know how frequently units.wesnoth.org updates?) 20180806 23:31:31<+wesdiscordbot> row rows, grow_factor is basically analogous to the grid_template_row property. 20180806 23:31:45<+wesdiscordbot> for columns, it's essentially "how does this element grow in this cell" 20180806 23:31:48< celmin> ... 20180806 23:31:52<+wesdiscordbot> of which css has stuff like 20180806 23:31:56<+wesdiscordbot> *_self 20180806 23:32:01< celmin> ... 20180806 23:32:02<+wesdiscordbot> so we could move that into item definitions 20180806 23:32:06<+wesdiscordbot> er 20180806 23:32:07<+wesdiscordbot> widget 20180806 23:32:10<+wesdiscordbot> as global keys 20180806 23:32:22< celmin> But that doesn't make sense. 20180806 23:32:29< celmin> Not all widgets are placed in a grid, after all? 20180806 23:32:36<+wesdiscordbot> they are? 20180806 23:32:41< celmin> Are they? 20180806 23:32:45<+wesdiscordbot> when are they not? 20180806 23:32:46< celmin> I thought there were some cases where they aren't. 20180806 23:32:52< celmin> Maybe… toggle_button? 20180806 23:32:54< celmin> Or panel? 20180806 23:33:02< celmin> Or… listboxes and such? 20180806 23:33:03<+wesdiscordbot> those are part of the grid? 20180806 23:33:15<+wesdiscordbot> you mean the list_definition? 20180806 23:33:18< celmin> And also consider possible future stuff. 20180806 23:33:18<+wesdiscordbot> that's a grid 20180806 23:33:21< celmin> Yeah the list definition. 20180806 23:33:35< celmin> But what if we want more of a canvas layout for some things? 20180806 23:33:44< celmin> Or a "border layout" as Java calls it? 20180806 23:33:50<+wesdiscordbot> I have no idea 20180806 23:33:54< celmin> (Those aren't the same thing just FTR.) 20180806 23:34:11< celmin> I don't think it's reasonable to assume widgets can only be placed in a grid. 20180806 23:34:15<+wesdiscordbot> at that point we should just migrate the entire game to Electron 😛 20180806 23:34:22< celmin> Oh shush. >_> 20180806 23:34:27< celmin> (I have no idea what that is anyway.) 20180806 23:34:56<+wesdiscordbot> it's the tech behind Discord and VS Code and a lot of other stuff 20180806 23:35:06<+wesdiscordbot> it's essentially "make desktop apps using web tech" 20180806 23:35:06< celmin> Blargh. 20180806 23:35:09< celmin> ... 20180806 23:35:16< celmin> IMO that's kinda stupid though. 20180806 23:35:17<+wesdiscordbot> https://electronjs.org/ 20180806 23:35:41< celmin> I've noticed how VSCode's layout is sorta-HTML-ish and I don't think it's really a good thing. 20180806 23:35:54< celmin> It's not enough to make me stop using it, mind you, but... 20180806 23:36:33<+wesdiscordbot> raises eyebrow 20180806 23:36:44< celmin> I guess the approach has some advantages. 20180806 23:37:41<+wesdiscordbot> I'm being slightly facetious, but I mean, it would honestly be better than reinventing the entire wheel 20180806 23:37:56< celmin> Not really. 20180806 23:37:56<+wesdiscordbot> I don't think we need to add every layout option imaginable 20180806 23:38:02< celmin> If you were starting from scratch? Maybe. 20180806 23:38:08< celmin> But we're not starting from scratch here. 20180806 23:38:20< celmin> Sure, I guess we don't need every layout option imaginable. 20180806 23:38:28< celmin> But our current grid layout is also very limited. 20180806 23:38:40<+wesdiscordbot> it is 20180806 23:38:46<+wesdiscordbot> that's why i said css gris is much better 20180806 23:39:03< celmin> A lot of things are better, I suppose. 20180806 23:39:32<+wesdiscordbot> I'm actually enjoying working with css grid. 20180806 23:39:45-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20180806 23:39:56< celmin> UE's general grid layout is pretty good too; you do have to specify the grid location for every element though, which is a little inconvenient. 20180806 23:40:19< celmin> It also has a uniform grid which doesn't support spans and which has all the grid cells the same size. 20180806 23:40:38<+wesdiscordbot> css supports differently-sized rows and columns 20180806 23:40:41<+wesdiscordbot> and has a span key 20180806 23:40:51< celmin> But anyway, grids simply aren't ideal for many of our layouts. 20180806 23:40:55< celmin> Take the title screen for example. 20180806 23:40:59<+wesdiscordbot> grid_column: 1 / span 3; 20180806 23:41:13< celmin> That's kinda like a "border layout", right? 20180806 23:41:15< celmin> Or... 20180806 23:41:20<+wesdiscordbot> can we call it the main menu 20180806 23:41:21< celmin> You have two basic elements. 20180806 23:41:27< celmin> You can call it whatever you want. 20180806 23:41:39<+wesdiscordbot> yes, that woud be good for a canvas layout 20180806 23:41:43< celmin> Anyway you have two basic elements - the right button panel, and the help/tips panel. 20180806 23:41:51<+wesdiscordbot> but we don't have that now do we 20180806 23:41:52< celmin> Not a general, basic canvas layout. 20180806 23:42:17< celmin> But something like Java's border layout or UE's canvas layout, which allow anchoring elements to the edge, would be quite useful there. 20180806 23:42:25<+wesdiscordbot> What did celmin seriously not realize VSCode is an Electron app? 20180806 23:42:40<+wesdiscordbot> apparently 20180806 23:42:42< celmin> I realized, I just didn't have the name Electron to apply to it. 20180806 23:43:34<+wesdiscordbot> vscode best editor 20180806 23:44:26< celmin> I dunno about best, but at least pretty good. 20180806 23:47:48-!- louis94 [~~louis94@109.49-136-217.adsl-dyn.isp.belgacom.be] has quit [Ping timeout: 256 seconds] 20180806 23:48:51<+wesdiscordbot> Same. 20180806 23:48:58< celmin> ? 20180806 23:49:01< celmin> Same what? 20180806 23:50:30<+wesdiscordbot> Saaaaaaaaaaame. 20180806 23:50:42< celmin> ... 20180806 23:50:53<+wesdiscordbot> Same last thing anyone said before I said "same". 20180806 23:50:58<+wesdiscordbot> That would be you, celmin. 20180806 23:51:21< celmin> "Same" is a bit of a weird way of agreeing with that statement, but okay. 20180806 23:52:16<+wesdiscordbot> electron is the only way to make a text editor that takes more system resources than MS Word 20180806 23:53:44<+wesdiscordbot> s/a text editor/an everything/ 20180806 23:54:01<+wesdiscordbot> (Multiple concurrently running ones too.) 20180806 23:54:16< celmin> XD 20180806 23:54:50< celmin> Well that sort of argument really sums up why I said it's kinda stupid. --- Log closed Tue Aug 07 00:00:10 2018