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fixIt | for adding slot type tool tips, right now i have the toop tip displaying saying the correct slot and string/desc | 02:47 |
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fixIt | my issue is with the tooltip icon | 02:48 |
GeofftheMedio | ...? | 02:48 |
fixIt | as of now I can only get the generic part icon to display, I tried adding an entry in ship_parts for the 2 slot types but things don't seem to be working | 02:48 |
GeofftheMedio | I don't follow what you're trying to do... | 02:49 |
fixIt | add tool tips to internal and external slots. So when their empty and you hover over them it says the slot. and when their occupied it will use the part tool tip and just say the slot type. | 02:50 |
fixIt | for the actual icon of the tool tip i was going to have it show the internal/external slot icon or is only the description necessary for slots? | 02:50 |
fixIt | from the wiki: | 02:51 |
fixIt | Add tooltips to SlotControls. PartControls (in the parts list, or after being dropped into a SlotControl) have tooltips indicating what kind of part they are. Empty SlotControls (in the middle panel where parts can be dropped after selecting a hull) could also have a tooltip indicating what kind of slot they are. This should be fairly simple to do by copying what's done for PartControls. Make sure that SlotControl tooltips are repl | 02:51 |
fixIt | aced by PartControl tooltips when a PartControl is dropped into a SlotControl, though, or modify the PartControl tooltip when it is in a SlotControl, to indicate what kind of slot the part is in (this would be preferred). | 02:51 |
GeofftheMedio | right, tooltips, but how are you trying to get icons in the tooltips, and what's not working? | 02:53 |
fixIt | so basically I currently have a tool tip displying for slot controls which says the slot type for example: "External" and then for the description "This is an external slot". The icon for the slot control tool tip as of right is a generic_part. ClientUI::PartTexture won't give a texture if it can't make a part from a given name, and from what I can tell there is no entry in ship_parts.txt | 02:55 |
GeofftheMedio | so don't call PartTexture when you don't want a texture for a part, which is the case if you want a texture for a slot | 02:56 |
fixIt | what would I want to call? Or am I going to have to make something different? the slot images are in the ship_parts folder thats why I was trying to get things to work with PartTexture. From what I see all of the Texture getter methods all try to make an object of what you give first.. | 02:58 |
GeofftheMedio | look up however slotcontrol gets its texture, and do that for the tooltip | 03:02 |
GeofftheMedio | or if you're creating the tooltip from within the slotcontrol, it might store a pointer to its texture, in which case, you could just use that | 03:02 |
fixIt | Ah okay thanks. My next question however is how do you want the unified tool tip to look when a part is in a slot. Should I just add on to the part description "This is an external slot."? | 03:08 |
GeofftheMedio | maybe Part Name (External Slot) or Part Name in External Slot | 03:10 |
GeofftheMedio | and just "Empty" for the main text when there's no part in the slot | 03:10 |
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CIA-32 | FreeOrion: geoffthemedio * r4591 /trunk/FreeOrion/ (UI/DesignWnd.cpp default/eng_stringtable.txt): Patch by fixIt to add SlotControl tooltips | 05:25 |
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GeofftheMedio | fixIt: You might consider tackling a bigger task; you've eaten through about 6 of the smaller ones in the last 3 days | 07:18 |
GeofftheMedio | having a few easy to tackle tasks left would be good for other new contributors, and at this rate, it probably wouldn't take you too long to do something bigger anyway... | 07:19 |
fixIt | Alright yea that sounds good. After I finish up the resource directory patch I'll move on to something bigger. I've just been trying to get a solid grasp of the code base and while I still have a lot more to learn I feel a lot more confident about it then I did 3 days ago | 07:53 |
fixIt | Do you think the configurable keyboard bindings would make for a hard enough task? | 08:04 |
GeofftheMedio | it's certainly a step up | 08:30 |
GeofftheMedio | there's a bunch of discussion about how to implement it on the forums | 08:30 |
GeofftheMedio | someone had a go at it a while ago, but didn't use (IMO) a good method | 08:31 |
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fixIt | I took a look at the old keybinding discussion and I have one initial question. So there is mention of a state machine for which window is currently active. So the purpose being in a different window you can have the same key binding do a different thing correct? Is there anything currently implemented that I can get the current state from or am I going to need to set up signals to be emitted when a certain window is opened orclose | 19:36 |
fixIt | d? | 19:36 |
fixIt | Also from what I see right now are there even any key bindings that are dependent upon what window is open? From what I can tell there is only the same key bindings for everything regardless of what window is open. What would some examples of key bindings be that you would want to work differently based on the context of what window is open? | 19:37 |
GeofftheMedio | there is a state machine set up for the client, in HumanClientFSM.cpp | 19:41 |
GeofftheMedio | using it is a bit complicated, though | 19:41 |
GeofftheMedio | key bindings that change are the disabling of any alphanumeric hotkeys while typing chat | 19:42 |
GeofftheMedio | and disabling of any hotkey that opens a window (eg production) when not playing a game | 19:42 |
GeofftheMedio | or disabling hot keys related to the galaxy map while in a 3D combat | 19:42 |
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fixIt | Okay So I am looking at the FSM and see it has the different events that would enable me to know what is going on. So the ClientApp when things happen does process_event which the FSM then determines what is the next state and tells the ClientApp to do things accordingly. I however don't really see any the humanclientapp or therefore anything accessing what the FSM state is, just telling the fsm an event occured. How exactly do I g | 21:42 |
fixIt | o about grabbing the current state? | 21:42 |
GeofftheMedio | you don't need to poll the current state; | 21:42 |
GeofftheMedio | the reactions to the FSM state change and initialization of states are where you'd implement state-specfic things | 21:43 |
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fixIt | Oh okay that does make a lot more sense thanks. So for instance in the PlayingGame::react(PlayerChat) I would maybe add something like GetHotKeyManager().UpdateUIMode(UI_MODE_PLAYER_CHAT). Then in my hotkey manager I would disable the necessary keybind signals from firiing? | 21:52 |
fixIt | But actually Player Chat and Lobby chat are for when a message is actually entered into the chat. So i'm not sure how those would help me. Because I want to know when a player is typing in the chat or has their cursor in the chat window right? So then I would have to add a new state event for this? | 22:02 |
GeofftheMedio | yes, probably | 22:22 |
GeofftheMedio | going into and out of a substate of playingturn or waiting for turn data (or some other state) when the chatwnd gains / loses focus | 22:23 |
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CIA-32 | FreeOrion: geoffthemedio * r4592 /trunk/FreeOrion/ (3 files in 2 dirs): | 23:11 |
CIA-32 | FreeOrion: -Reduced number of troop ships in starting fleet, and added ground troop bonus to cultural archives. This will make invasions at the start of the game impossible without building a few extra troop ships. | 23:11 |
CIA-32 | FreeOrion: -Updated Version.cpp. | 23:11 |
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