Time |
Nick |
Message |
00:02 |
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SpeedProg joined #minetest-dev |
00:13 |
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celeron55 joined #minetest-dev |
01:39 |
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01:58 |
hmmmm |
working on a generic "whatever bar" framework to be exposed through Lua |
01:59 |
hmmmm |
should i have the scripts specify where on the screen it'll be drawn? |
02:00 |
hmmmm |
i'm gonna have to add a network packet for this actually |
02:28 |
hmmmm |
people will be able to make breath, hunger, experience, armor, magic power, etc. bars in a mod with this |
02:52 |
hmmmm |
alright, so how about this: TOCLIENT_HP and TOSERVER_DAMAGE get deprecated, but the functionality still remains |
02:53 |
hmmmm |
i add some new packets, namely TOCLIENT_BAR_ADD, TOCLIENT_BAR_SET, TOCLIENT_BAR_REMOVE, client sends nothing to server (because the client could be lying, you don't REALLY expect people to not cheat, right?) |
02:55 |
hmmmm |
TOCLIENT_BAR_ADD specifies the texture name (in the case of health it'll be heart.png, and so on), the position of the bar on the screen, and the number of units per full texture (up to 4). TOCLIENT_BAR_SET specifies a change in the number of units a bar is equal to |
02:55 |
hmmmm |
TOCLIENT_BAR_REMOVE just removes the bar from the client |
02:57 |
hmmmm |
as for the implicit dependency on there being a life bar, yes, i know, i'm still figuring out what to do there |
02:57 |
hmmmm |
but ideally i'd like the hp bar moved out into lua as well |
02:57 |
hmmmm |
might just be a "statically added bar", much like the static ABMs |
03:07 |
hmmmm |
oh neato, there's already armor groups in content_sao, no idea what that's about though. |
03:07 |
hmmmm |
and certainly not implemented |
03:07 |
hmmmm |
i think i can do better though |
03:31 |
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07:47 |
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08:45 |
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09:43 |
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11:24 |
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14:12 |
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14:21 |
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15:29 |
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15:56 |
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16:09 |
PilzAdam |
thexyz, what do you think about this? https://github.com/celeron55/minetest/pull/279 |
16:09 |
PilzAdam |
it would be better if there were somehow control were to draw the image |
16:09 |
PilzAdam |
but it makes more sense than the current way |
16:10 |
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RealBadAngel joined #minetest-dev |
16:10 |
RealBadAngel |
hi |
16:11 |
thexyz |
PilzAdam: i've already merged it into my fork, that one makes more sense than default |
16:11 |
PilzAdam |
okay, so ill merge it to upstream |
16:12 |
RealBadAngel |
okay, so next step will be to scale images properly |
16:12 |
PilzAdam |
yep |
16:12 |
RealBadAngel |
and limit them to invsize, btw |
16:12 |
PilzAdam |
and also maybe add a bool to draw them in front? |
16:12 |
RealBadAngel |
then automagically nice inventories will become reality |
16:13 |
PilzAdam |
or a new type: front_image[] |
16:13 |
RealBadAngel |
no need to |
16:13 |
RealBadAngel |
old way was just nonsense |
16:13 |
RealBadAngel |
images covered invetories |
16:14 |
RealBadAngel |
and even dragged items were invisible |
16:14 |
PilzAdam |
thats not true |
16:14 |
RealBadAngel |
because image was drawn later |
16:14 |
PilzAdam |
actually not |
16:14 |
RealBadAngel |
or maybe just slots |
16:14 |
PilzAdam |
yea, slots only |
16:14 |
RealBadAngel |
not sure right now |
16:15 |
PilzAdam |
the dragged items were drawn over the image |
16:15 |
RealBadAngel |
anyway, now its correct |
16:15 |
PilzAdam |
:-) |
16:15 |
RealBadAngel |
need to figure out one thing now |
16:15 |
RealBadAngel |
but in a minute, teachin a newbie to compile on ubuntu |
16:16 |
RealBadAngel |
ah 63%, so have a while :) |
16:16 |
Calinou |
13.10 -- the sinking ship -- impossible to compile anything |
16:16 |
Calinou |
:P |
16:17 |
RealBadAngel |
driver->draw2DImage |
16:17 |
RealBadAngel |
where can i find prototype of this? is this irhlicht? |
16:18 |
RealBadAngel |
or at least description of parameters |
16:19 |
darkrose |
http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_i_video_driver.html#ac1f12aefefb24414e03876bca942fb02 |
16:35 |
RealBadAngel |
thx |
16:38 |
RealBadAngel |
// The important difference between destsize and screensize is |
16:38 |
RealBadAngel |
// that destsize is rounded to whole scaled pixels. |
16:38 |
RealBadAngel |
// These formulas use component-wise multiplication and division of v2u32. |
16:38 |
RealBadAngel |
what is v2u32? |
16:38 |
PilzAdam |
2 dimensional vector? |
16:38 |
darkrose |
you didn't need to flood to ask that |
16:39 |
VanessaE |
careful, she might pull a thexyz and kick you ;) |
16:39 |
VanessaE |
for too much text ;) |
16:39 |
RealBadAngel |
sorry, wanted to make it clear |
16:39 |
darkrose |
vector 2D unsigned 32 bit |
16:39 |
* PilzAdam |
has guessed right |
16:39 |
RealBadAngel |
it says its component wise |
16:40 |
RealBadAngel |
what kind of component? size of slot? |
16:40 |
darkrose |
maybe ask an irrlicht dev? |
16:40 |
RealBadAngel |
no, thats mt |
16:40 |
RealBadAngel |
images now are scaled only according to slot size |
16:41 |
RealBadAngel |
spacers are forgotten |
16:41 |
RealBadAngel |
so 4x4 image is not same sized as 4x4 slots |
16:42 |
PilzAdam |
RealBadAngel, i guess you have to play arround a bit with the code |
16:42 |
RealBadAngel |
i guess so |
16:44 |
darkrose |
that scaling was sorted when I did formspec, look in guiFormSpecMenu.cpp |
16:46 |
RealBadAngel |
image size is given this way: core::dimension2di(texture->getOriginalSize())) |
16:49 |
darkrose |
look around line 270ish, that's where formspec image size is calculated |
16:49 |
RealBadAngel |
k |
16:52 |
RealBadAngel |
got it, thx |
16:55 |
VanessaE |
one thing I have to ask: |
16:55 |
darkrose |
what are you doing anyway? sounds like you're trying to implement something that already is |
16:56 |
VanessaE |
can we place make sure that whatever method is used to place this new image layer is done so that very high resolution images are not a problem? |
16:56 |
VanessaE |
s/place/please/ |
17:05 |
RealBadAngel |
darkrose, im doing scaleable formspec backgrounds |
17:05 |
RealBadAngel |
its not done |
17:06 |
PilzAdam |
RealBadAngel, can you please remove this "Left click: move all items.." stuff at the bottom? |
17:06 |
RealBadAngel |
sure, and somebody hang me for this ;) |
17:07 |
darkrose |
please don't |
17:09 |
PilzAdam |
darkrose, why? |
17:09 |
Calinou |
the inventory help should be kept, it's ok |
17:09 |
Calinou |
something about middle mouse moving 10 items should be added |
17:10 |
darkrose |
^ |
17:11 |
Calinou |
minetest should be more welcoming to new users than minecraft |
17:11 |
Calinou |
MC ridiculously fails at this; let's do better |
17:11 |
darkrose |
it's handled by gettext anyway, can always do your own translation that sets it to an empty string |
17:12 |
Calinou |
windows build has gettext disabled :p but RealBadAngel switched to linux anyway |
17:12 |
darkrose |
windows users aren't real people, they don't count |
17:15 |
RealBadAngel |
Calinou: click with shift modifier would do |
17:15 |
RealBadAngel |
then take another action |
17:15 |
Calinou |
it's middle click by default, and it's good. it only requires one hand :p |
17:15 |
Calinou |
darkrose: so are arch users. :P j/k |
17:16 |
RealBadAngel |
following this, we dont have keyboard read, shfit click, and secondary right click |
17:16 |
RealBadAngel |
which makes MANY things impossible |
17:19 |
darkrose |
RealBadAngel: you're tring to implement something like this? http://stuff.ltmnet.com/images/mt/inv_bg.jpg |
17:20 |
RealBadAngel |
sort of |
17:20 |
PilzAdam |
he wants the image[] thing in the formspec to work like this |
17:21 |
darkrose |
that's what I used to do that |
17:21 |
RealBadAngel |
lemme show you what i want in the background |
17:22 |
RealBadAngel |
hold on |
17:25 |
RealBadAngel |
http://imageshack.us/photo/my-images/42/craftingk.png/ |
17:25 |
RealBadAngel |
to use something like this image shall be scaled properly |
17:26 |
RealBadAngel |
doing just a background is easy |
17:28 |
PilzAdam |
I think I start working on a farming mod for upstream |
17:30 |
RealBadAngel |
hmmm it doesnt work as it supposed to work |
17:31 |
RealBadAngel |
int temp1 = stof(f.next(",")); |
17:31 |
RealBadAngel |
geom.X = temp1 * imgsize.X + (temp1-1)*padding.X; |
17:31 |
RealBadAngel |
in temp 1 i do have size of image - x |
17:31 |
RealBadAngel |
imgsize.X is size of the slot, padding.X is space between slots |
17:32 |
RealBadAngel |
i do get image bigger than expected |
17:38 |
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sstrandberg joined #minetest-dev |
17:38 |
RealBadAngel |
padding.X seems to be just wrong |
17:39 |
RealBadAngel |
eh, i think im wrong ;) |
17:46 |
RealBadAngel |
found the reason why it was not workin right |
17:46 |
RealBadAngel |
and got the solution |
17:47 |
RealBadAngel |
spacing.X is not the value of pixels between slots |
17:47 |
RealBadAngel |
spacin.X equals imgsize.X (ie slot size) PLUS the pixels in between |
17:49 |
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rubenwardy joined #minetest-dev |
17:52 |
RealBadAngel |
yeah, got it working :) |
17:53 |
RealBadAngel |
PilzAdam, we got images scaled to fit the inventory slots. |
17:53 |
PilzAdam |
great! |
17:53 |
RealBadAngel |
change was trivial |
17:53 |
RealBadAngel |
using just another variable |
17:54 |
RealBadAngel |
Original: geom.X = stof(f.next(",")) * (float)imgsize.X; Modified: geom.X = stof(f.next(",")) * (float)spacing.X; |
17:54 |
RealBadAngel |
same goes for y |
17:55 |
darkrose |
does it now hang over the slots by a space? |
17:56 |
RealBadAngel |
lemme do the screenshot how it works now |
18:00 |
darkrose |
image_button actually has the correct code |
18:01 |
RealBadAngel |
http://imageshack.us/photo/my-images/577/scrc.png/ |
18:01 |
RealBadAngel |
2x2 image now is same size as 2x2 slots |
18:03 |
darkrose |
that's wrong, it's overhanging |
18:03 |
RealBadAngel |
no its not wrong. its properly scaled |
18:03 |
darkrose |
need to do '-(spacing.X-imgsize.X)' at the end |
18:03 |
darkrose |
same as image_button |
18:03 |
RealBadAngel |
that wont be good, proportions will go to hell |
18:04 |
RealBadAngel |
listen, now i place the image on -1,-1 |
18:04 |
RealBadAngel |
with borders on -1 |
18:04 |
RealBadAngel |
and this way i get PERFECTLY fitting frames |
18:05 |
darkrose |
but it won't draw an image that fits for anything else |
18:05 |
darkrose |
2 means 2, not 2 and a bit |
18:06 |
RealBadAngel |
then imho i shall create new kind for formspec |
18:06 |
RealBadAngel |
leave image as is |
18:06 |
RealBadAngel |
and create background type |
18:06 |
darkrose |
that'd work, correct image while you're at it |
18:07 |
RealBadAngel |
yeah i will make image as you proposed |
18:07 |
RealBadAngel |
and will add background my way |
18:08 |
RealBadAngel |
so image will be scaled by exact way of slot, without spacers |
18:08 |
RealBadAngel |
and background with spacers |
18:12 |
darkrose |
yeah, background should probably have space on left and top too, not just bottom and right... if you want it to look right |
18:13 |
RealBadAngel |
space on left and top will make tile to the left and to the up |
18:13 |
RealBadAngel |
and this one will hold just the borders |
18:14 |
RealBadAngel |
btw wonder why image has such error warning: "WARNING: invalid use of button without a size[] element" |
18:14 |
RealBadAngel |
hehehe |
18:14 |
RealBadAngel |
fixed it |
18:16 |
darkrose |
would be awkward to make even that way though, if it adjusted the position so space was even pos.X -= (spacing.X-imgsize.X) and same for Y it'd be simple, a 1x1 background would put an even border around the square it's positioned on |
18:17 |
darkrose |
then you wouldn't have to fiddle about with transparent sections of an image, and offset postions, to make it fit right |
18:18 |
RealBadAngel |
from point of view of gfx creator my way will be easier |
18:18 |
RealBadAngel |
i will just make a grid 8+2x9+2 |
18:18 |
RealBadAngel |
with known places for slots |
18:19 |
RealBadAngel |
and fill the rest by a few kind of tiles |
18:19 |
darkrose |
it'll be messy, with bigger images than required |
18:19 |
RealBadAngel |
to build perfectly fittin inventory backgtound |
18:19 |
RealBadAngel |
hmmm, lemme think |
18:20 |
RealBadAngel |
(btw patch done my way is ready) |
18:20 |
VanessaE |
why not just tile the supplied image? |
18:20 |
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celeron55 joined #minetest-dev |
18:21 |
RealBadAngel |
lemme just play a while with gimp |
18:21 |
RealBadAngel |
i will test it |
18:22 |
darkrose |
make an image with equal spacing all around and between inv squares, an (my way), or your way, with varying border size because it's not positioned right |
18:22 |
darkrose |
I know which sounds easier to me |
18:35 |
RealBadAngel |
yup, but anyway base values to create image shall be know too |
18:35 |
RealBadAngel |
*known |
18:36 |
RealBadAngel |
testing them now |
18:43 |
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celeron55 joined #minetest-dev |
18:50 |
RealBadAngel |
darkrose, im not quite sure for both cases, what shall be input resolution of image to fit the slots |
18:51 |
RealBadAngel |
its calculated depending on screen resolution |
18:54 |
darkrose |
as small as possible? |
18:57 |
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celeron55 joined #minetest-dev |
19:01 |
RealBadAngel |
i think i got the values, but can test them only in 2 screen resolutions |
19:02 |
RealBadAngel |
when i make image 24x26 pixels, 5 pixels to the right are spacer, and 3 pixels at the bottom |
19:03 |
RealBadAngel |
and i do have 1pixel frame around the slot in 800x600 and 1368x768 |
19:04 |
RealBadAngel |
yeah it workin, just resized minetest window to some insane resoutions |
19:04 |
RealBadAngel |
i got always 1 pixel frame |
19:05 |
RealBadAngel |
for lower resolution backgrounds 12x13 fixed size shall work |
19:06 |
RealBadAngel |
nah, its not perfect :( |
19:09 |
RealBadAngel |
all doesnt depend at all on texture sizes, just the screen resolution |
19:18 |
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celeron55 joined #minetest-dev |
19:21 |
RealBadAngel |
huh, doin workaround |
19:25 |
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doserj joined #minetest-dev |
19:28 |
RealBadAngel |
yikes, it looks cool :) |
19:35 |
RealBadAngel |
http://imageshack.us/photo/my-images/17/scr2b.png/ |
19:36 |
RealBadAngel |
how do you like it? |
19:39 |
darkrose |
border on the right and bottom, but not the top and left? I take it that's done 'your way'? |
19:40 |
RealBadAngel |
i havent finished it yet |
19:40 |
RealBadAngel |
ive made list drawn only on phase==1, skipped phase==0 |
19:41 |
RealBadAngel |
and theres a background, simple squares |
19:41 |
RealBadAngel |
can be of any resolution, but need to be just square field |
19:41 |
RealBadAngel |
this case i used 72x72 slots |
20:04 |
RealBadAngel |
darkrose: ok, take a look now: http://realbadangel.pl/inventory.png |
20:05 |
darkrose |
cool |
20:06 |
RealBadAngel |
its damn easy to drawn backround my way |
20:06 |
RealBadAngel |
look, if you have 8x4 inv |
20:06 |
RealBadAngel |
you create grid 9x5 |
20:07 |
RealBadAngel |
and place it on x-1, y-1 when inventory is on x,y |
20:07 |
RealBadAngel |
all fields are just squares |
20:07 |
RealBadAngel |
so you can make it in any resolution |
20:07 |
darkrose |
my way, an 8x4 inventory would be on 0,0 of an 8x4 grid |
20:08 |
RealBadAngel |
so whats your proposition exactly |
20:08 |
RealBadAngel |
lets try it |
20:08 |
RealBadAngel |
hold on, i will paste you background code |
20:09 |
darkrose |
your overhang is added to the top and left, and position is adjusted by spacing-imgsize |
20:10 |
darkrose |
making for an equal sized image |
20:10 |
RealBadAngel |
http://pastebin.com/uq5SPuEa |
20:11 |
RealBadAngel |
ive added it to formspec already |
20:11 |
RealBadAngel |
yes |
20:12 |
RealBadAngel |
by spacing just, i do not care bout imgsize |
20:12 |
darkrose |
pos gets '+(spacing-imgsize)' and geom gets '-(spacing-imgsize)' .X/.Y added as appropriate |
20:15 |
RealBadAngel |
pos should be rather with "-" ? to move it before and over inv? |
20:16 |
darkrose |
uh yeah, swap what I said |
20:16 |
darkrose |
pos is minus, geom is plus |
20:17 |
RealBadAngel |
hmmm |
20:17 |
RealBadAngel |
look at the screenshot again |
20:18 |
RealBadAngel |
i think just moving the pos leavin the exact size will do |
20:18 |
RealBadAngel |
items are already in the corner |
20:18 |
RealBadAngel |
with just movin along they will be centered in a square |
20:19 |
darkrose |
no, adjust the size too |
20:19 |
darkrose |
background would end up being variations of http://stuff.ltmnet.com/images/mt/bg.png |
20:20 |
darkrose |
equal borders all around |
20:21 |
RealBadAngel |
if i adjust the size i will lost advantage of squares from my idea |
20:21 |
RealBadAngel |
remember youre proposing adjustin by a value depending on screen resolution |
20:22 |
RealBadAngel |
squares work on any screen resolution |
20:22 |
darkrose |
yeah, and what I just gave you (and prettier versions) would work |
20:23 |
RealBadAngel |
lemme try with fixin the pos for start |
20:30 |
darkrose |
in any case, I'll look at it after some sleep |
20:33 |
RealBadAngel |
you know what? |
20:33 |
RealBadAngel |
i just realized theres no need to any adjustment |
20:34 |
RealBadAngel |
just another way of drawing the grid |
20:34 |
RealBadAngel |
im into it right now |
21:50 |
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Doc22 joined #minetest-dev |
21:53 |
RealBadAngel |
well, looks like im ready with background function for formspecs |
21:53 |
RealBadAngel |
http://realbadangel.pl/inventory3.png |
21:53 |
RealBadAngel |
how do you like it? |
22:48 |
Doc22 |
oh cool RealBadAngel |
22:48 |
Doc22 |
I like |
22:49 |
RealBadAngel |
just posted the patch |
22:50 |
Doc22 |
a'ight |
22:50 |
RealBadAngel |
dunno how to send pull request with 2 files changed |
22:51 |
RealBadAngel |
it made a fork for me and then i cannot send something back to main tree |
22:51 |
RealBadAngel |
github is just weird |
22:52 |
RealBadAngel |
or is it just me ;) |
22:52 |
RealBadAngel |
had to make 2 patches, one for .cpp and second for .h |
22:53 |
RealBadAngel |
made it so that using new functions doesnt break anything in old formspecs |
22:54 |
RealBadAngel |
just when user decides to apply the background items are drawn different way, without rectangles |
23:02 |
Doc22 |
idk about github |
23:05 |
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