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| 02:24:00 | raptor | wow, playing at 1000 frames per second is cool |
| 02:31:00 | raptor | contrails: http://96.2.123.136/upload/snapshot37.png |
| 02:33:00 | sam686 | i am not sure if it is suppose to go higher then 1000, as thats less then 1 millisecs, and time ticks might go zero with integer millisecs. Might be mis-calculation of FPS? |
| 02:33:00 | raptor | yeah - my system went to 1280 - i think milliseconds need to be changed to nano or microseconds for better tick time anyways |
| 02:35:00 | sam686 | one problem with too high FPS is the dots from flames from ships creates too much dots.. |
| 02:35:00 | raptor | yep |
| 03:10:00 | sam686 | i did push about 30 minutes ago... maybe logbot is ignoring it? |
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| 04:14:00 | zoomber | WhY HELLO there |
| 04:14:00 | sam686 | hi |
| 04:14:00 | zoomber | i want to see if i can build a master server on OSX |
| 04:15:00 | zoomber | if i can get it to wokr |
| 04:15:00 | zoomber | ill create a new xcode project that builds master on osx |
| 04:16:00 | zoomber | (have just pulled and updated to tip of bitfighter, a commit you made a few hours ago) |
| 04:16:00 | sam686 | maybe... i have build master before in windows with mysql and phpbb3 (i have both in windows). |
| 04:17:00 | zoomber | are the phpbb3 and mysql frameworks included in the bitfighter folder? |
| 04:17:00 | zoomber | if they arent, can you put them up on your computer for downlaod? |
| 04:17:00 | zoomber | that would save me alot of time |
| 04:18:00 | sam686 | it is not required to build master (if you don't define ...) |
| 04:18:00 | zoomber | ok |
| 04:19:00 | sam686 | if you don't define BF_WRITE_TO_MYSQL you don't need mysql / phpbb3... |
| 04:19:00 | zoomber | good to know |
| 04:19:00 | sam686 | phpbb3 is only used for verify names (underline names) |
| 04:19:00 | zoomber | ok |
| 04:20:00 | sam686 | mysql is both verify names (phpbb3 uses mysql) and for stats tracking... |
| 04:20:00 | | raptor has joined |
| 04:20:00 | | ChanServ sets mode +o raptor |
| 04:21:00 | zoomber | hello raptor |
| 04:21:00 | raptor | hi |
| 04:21:00 | Flynnn | Hi :) |
| 04:21:00 | | -barjavel.freenode.net- *** Looking up your hostname... |
| 04:21:00 | | -barjavel.freenode.net- *** Checking Ident |
| 04:21:00 | | -barjavel.freenode.net- *** No Ident response |
| 04:21:00 | | -barjavel.freenode.net- *** Couldn't look up your hostname |
| 04:21:00 | | BitfighterLogBot has joined |
| 04:21:00 | | Topic is 'Latest release 015a http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/' |
| 04:21:00 | | Set by raptor!~raptor@unaffiliated/greenmachine on Sat Apr 30 22:51:58 PDT 2011 |
| 04:21:00 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 04:22:00 | zoomber | i understand, Bitfighterlogbot |
| 04:22:00 | raptor | sam686: what on earth is ghostConnection class for? |
| 04:23:00 | zoomber | sam: are there any arguements i should specify at make level? |
| 04:23:00 | sam686 | i don't quite understand why it is named ghostConnection, it is part of TNL.. i don't know everything in TNL... |
| 04:24:00 | sam686 | what arguments? |
| 04:24:00 | zoomber | ok so im good |
| 04:30:00 | zoomber | sam: where is #define BF_WRITE_TO_MYSQL? Can I instead just // out line 37 in database.h? (#include mysql++.h) |
| 04:30:00 | zoomber | oh, did i just answer my own question? |
| 04:30:00 | sam686 | you can just add a preprocessor definisions... |
| 04:31:00 | zoomber | ok |
| 04:31:00 | sam686 | i will show you where it is using a screenshots... |
| 04:31:00 | zoomber | ok |
| 04:32:00 | sam686 | http://96.2.123.136/bitfighter/defines.png (yours will probably be different...) |
| 04:33:00 | zoomber | mine is different, but i can do that |
| 04:34:00 | sam686 | if you do define BF_WRITE_TO_MYSQL, you will need to compile mysql++ |
| 04:42:00 | zoomber | hmmm |
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| 04:56:00 | zoomber | google seems very slow for me right now |
| 04:56:00 | zoomber | its taken me 3 minutes so far just to clone 1/4 |
| 04:57:00 | sam686 | maybe your internet a little slow? |
| 04:57:00 | zoomber | seems like |
| 04:58:00 | zoomber | ping for every bitfighter server 200 and up |
| 05:03:00 | raptor | this idle loop is crazy - there are two separate times calculated for loop delay, nuts! |
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| 05:10:00 | raptor | been reading here: http://opentnl.sourceforge.net/doxydocs/classTNL_1_1GhostConnection.html |
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| 05:26:00 | raptor | ok good night |
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| 05:52:00 | Flynnn | I think I want to try and tackle issue 101 |
| 05:56:00 | zoomber | sam686 : you there? |
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| 16:01:00 | raptor | good morning! |
| 16:02:00 | sam686 | hi |
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| 16:29:00 | raptor | hi watusimoto |
| 16:30:00 | raptor | long time no see... |
| 16:52:00 | watusimoto | hi |
| 16:52:00 | raptor | hi |
| 16:53:00 | raptor | how have you been? |
| 16:53:00 | watusimoto | tired! |
| 16:53:00 | watusimoto | But I just now solvved a bf bug that has been troubling me for a week |
| 16:54:00 | raptor | with the editor? I haven't looked at the editor for two weeks... |
| 16:54:00 | watusimoto | you're not missing much |
| 16:54:00 | watusimoto | but |
| 16:54:00 | sam686 | there is a problem with editor, it won't load team colors, and it won't save gameType.. |
| 16:55:00 | watusimoto | ok, then I'll need to fix that |
| 16:55:00 | sam686 | it does save, but it save with missing gameType.. |
| 16:55:00 | watusimoto | Undo is now working by saving copies of the entire object database |
| 16:55:00 | watusimoto | which kind of makes sense |
| 16:56:00 | watusimoto | it's the most logical way to take a snapshot of the editor state |
| 16:56:00 | watusimoto | now that everything is in the database |
| 16:56:00 | watusimoto | there was a bug where some objects were being incorrectly copied |
| 16:56:00 | raptor | i noticed when starting bitfighter i see several lines of 'creating database xxxxx' |
| 16:56:00 | watusimoto | I thiught it was a problem with the copy constructor for objects |
| 16:56:00 | watusimoto | yes, we can delete those |
| 16:57:00 | watusimoto | that was helping me track the lifecycle of a database |
| 16:57:00 | raptor | is there much RAM usage with the database copies? |
| 16:58:00 | watusimoto | I don't know |
| 16:58:00 | raptor | things we can profile after a while, iguess... |
| 16:58:00 | watusimoto | should be less than other ways of storing snapshots |
| 16:58:00 | | BitfighterLogBot - Commit 3aa8c0293129 | Author: sam8641 | Log: fix simulateKeyDown, simulateKeyUp, to get joystick buttons to work |
| 16:58:00 | sam686 | so copy constructor missing in LineItem? (its commented out) |
| 16:59:00 | watusimoto | I don't think we need copy constructors |
| 16:59:00 | watusimoto | I just removed a straggler from a previous attempt and that fixed a big problem |
| 17:00:00 | watusimoto | a shallow copy (which is what we get without copy constructors) works for everything excpet for the object geometry itself |
| 17:00:00 | watusimoto | I really don't want to write copy constructors for all our objects |
| 17:00:00 | raptor | yuk |
| 17:01:00 | watusimoto | but I think we won't have to |
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| 17:01:00 | watusimoto | anyway, it seems to be working now |
| 17:01:00 | watusimoto | I'm committing |
| 17:01:00 | raptor | ok |
| 17:01:00 | raptor | i have two things on my plate: |
| 17:02:00 | raptor | 1. rewrite input class and make joystick use SDL events (shoudl get rid of lots of platform specific code.. |
| 17:02:00 | watusimoto | I have two things on my plate as well: find a moving company and finish the sand-set pavers in my backyard before the painter comes tomorrow |
| 17:02:00 | raptor | 2. clean up the main idle() thread to be simpler and use uniform sleeping |
| 17:02:00 | watusimoto | re the joysticks |
| 17:03:00 | watusimoto | it would be nice to allow users to specify which axes correspond to move and fire |
| 17:03:00 | watusimoto | so any way you can see to generalize the joystick stuff would be good |
| 17:03:00 | watusimoto | I would like all the joystick definitions to be stored in the INI rather than hardcoded |
| 17:03:00 | raptor | yeah... i'm still working it out in my head |
| 17:03:00 | | BitfighterLogBot - Commit c89d5d8e963e | Author: watusim...@bitfighter.org | Log: SDL fixes -- fixed ascii chars, window name no longer changes after opening |
| 17:03:00 | | BitfighterLogBot - Commit 965e4dcc3198 | Author: watusim...@bitfighter.org | Log: Fixed the object copying bug that prevented turrets from attaching to walls in editor |
| 17:03:00 | | BitfighterLogBot - Commit 126806be24e0 | Author: watusim...@bitfighter.org | Log: Merge |
| 17:04:00 | watusimoto | oh, and I started adding a SDL window icon |
| 17:04:00 | watusimoto | without much success or followthrough |
| 17:04:00 | watusimoto | which you'll see when you next fire up the game |
| 17:04:00 | sam686 | mac joystick is a mess... so yes if it can get rid of platform specific.. |
| 17:04:00 | watusimoto | yes |
| 17:04:00 | watusimoto | that would be great |
| 17:05:00 | raptor | i am still trying to wrap my head around the whole keyCode architecture and how it works with the joystick |
| 17:06:00 | raptor | so i started on cleaning the idle() loop last night |
| 17:06:00 | raptor | but i need some information... do any of you know why there is a separate integerTime and sleepTime? |
| 17:06:00 | sam686 | joysticks use input.cpp and some platform specific osxinput.cpp winjoystick.coo linuxinput.cpp |
| 17:07:00 | sam686 | joystick buttons all go through simulateKeyDown / up |
| 17:07:00 | watusimoto | ok, I wrote the keycode stuff |
| 17:08:00 | sam686 | linuxinput seems to be the simplest of all platform specific joystick, but its button mapping is different from windows. |
| 17:08:00 | watusimoto | the idea was to put normal keys, special keys (which glut handles differently), modifiers (ctrl, shift), and joystick buttons on the same plane |
| 17:08:00 | raptor | i was having a hard time handling modifiers with SDL since SDL modifiers are a different object |
| 17:08:00 | watusimoto | so that we could just have one input handling routine in each UI class that handled all input events |
| 17:08:00 | watusimoto | rather than a different one for each type of key |
| 17:09:00 | watusimoto | as was the case in zap |
| 17:09:00 | sam686 | get the shift working so i can type the following: _ ? " + |
| 17:10:00 | raptor | haha, yeah |
| 17:10:00 | raptor | keyCode has a giant enum |
| 17:10:00 | raptor | with KEY_K |
| 17:10:00 | raptor | and KEY_CTRL |
| 17:10:00 | raptor | etc |
| 17:10:00 | raptor | so... |
| 17:10:00 | watusimoto | so when SDL detects a shift key down, it should convert it to a keyCode value |
| 17:10:00 | raptor | the question is |
| 17:10:00 | watusimoto | and BF should only worry about those keycodes |
| 17:11:00 | raptor | do we want KEY_CTRL_K, KEY_SHIFT_K, KEY_CTRL_SHIFT_K |
| 17:11:00 | watusimoto | no |
| 17:11:00 | watusimoto | we want KEY_K and KEY_CTRL |
| 17:11:00 | watusimoto | and to detect ctrl-K, we do KEY_K && KEY_CTRL |
| 17:11:00 | sam686 | don't forget ALT KEY_CTRL_ALT_SHIFT_K ? |
| 17:11:00 | watusimoto | unless... |
| 17:12:00 | watusimoto | it might make it easier to define keys with modifiers if we had all the combinations |
| 17:12:00 | watusimoto | right now you can't define a function to be ctrl-a |
| 17:13:00 | watusimoto | oh, and Windows-K |
| 17:13:00 | watusimoto | sorry WINDOWS_K |
| 17:13:00 | raptor | windows/mac = META |
| 17:13:00 | raptor | META_K |
| 17:13:00 | watusimoto | and WINDOWS_SHIFT_CTRL_ALT_K |
| 17:13:00 | raptor | exactly |
| 17:13:00 | watusimoto | that's a lot of combinations |
| 17:14:00 | raptor | yes, but still enumerable |
| 17:14:00 | watusimoto | so maybe it does make sense to keep the modifiers separate from the underlying keys |
| 17:14:00 | watusimoto | enumerable, yes |
| 17:14:00 | watusimoto | well, what do we use the keys for? |
| 17:14:00 | watusimoto | 1) controling events in game |
| 17:14:00 | raptor | and this is the issue i was running into - how to adapt the keyCode system to use modifiers |
| 17:14:00 | watusimoto | 2) typing chat messages |
| 17:14:00 | watusimoto | 3) typing other stuff |
| 17:15:00 | watusimoto | for 1) we care about mofifiers |
| 17:15:00 | watusimoto | so a full enum might work well |
| 17:15:00 | raptor | 2 we do |
| 17:15:00 | raptor | capitalization |
| 17:15:00 | watusimoto | for 2&3, we only really care about ascii values |
| 17:15:00 | watusimoto | which, as of my most recent checkin, are now working ok |
| 17:15:00 | watusimoto | for the ascii values, we don't care about modifiers directly |
| 17:16:00 | watusimoto | and we don't need keycodes |
| 17:16:00 | watusimoto | most of our input routintes are passed a keycode and an ascii values |
| 17:16:00 | watusimoto | and they query the state of the modifiers as needed |
| 17:16:00 | raptor | what is 'ascii value' ? |
| 17:17:00 | watusimoto | 0-128 |
| 17:17:00 | raptor | ok |
| 17:17:00 | watusimoto | minus some of the non-printable chars |
| 17:17:00 | raptor | I can enumerate all combos... i am good with regex :) |
| 17:17:00 | watusimoto | we have a function somewhere that reduces input to the values we care about |
| 17:18:00 | sam686 | maybe get number pad to work in SDL? (at least for typing in a chat / other stuff) number pad did work in GLUT |
| 17:18:00 | watusimoto | one drawback to using fully enumerated values is that we will no longer want to track a key down event for modifier keys like ctrl |
| 17:18:00 | raptor | explain |
| 17:18:00 | watusimoto | that means that we won't be able to map modifier keys to actions; such as making ctrl activate the module menu |
| 17:19:00 | watusimoto | ctrl in itself will not be interesting if we are waiting fo rthe user to press "K" |
| 17:19:00 | watusimoto | how will we know if they are pressing ctrl, or getting ready to press ctrl-K? |
| 17:19:00 | watusimoto | we'll just have to ignore the ctrl until something else comes along |
| 17:19:00 | watusimoto | to be modified |
| 17:20:00 | watusimoto | that's not a huge drawback |
| 17:20:00 | raptor | hmmm.... |
| 17:20:00 | sam686 | theres a number pad at the right side of keyboard (some keyboard don't have number pad..) |
| 17:20:00 | watusimoto | and we kind of have that problem already, as we've mapped ctrl-Q to be snapshot |
| 17:20:00 | watusimoto | if someone grabs ctrl and binds it to something, that mucks up ctrl-Q |
| 17:20:00 | sam686 | i will need to go, i may be back in about 5 hours.. |
| 17:21:00 | watusimoto | bye sam |
| 17:21:00 | watusimoto | so I say we enumerate everything |
| 17:21:00 | raptor | bye |
| 17:21:00 | watusimoto | and ignore modifier keys by themselves |
| 17:21:00 | watusimoto | that's going to be one big enumeration |
| 17:22:00 | watusimoto | that will simplify the UI input routines |
| 17:22:00 | watusimoto | and make them easier to read |
| 17:22:00 | raptor | hmmm.... ok |
| 17:23:00 | watusimoto | do you agree? |
| 17:23:00 | raptor | how will that affect the diagnostics screen |
| 17:24:00 | watusimoto | I guess we'll just display ctrl-K, instead of ctrl and k separately |
| 17:25:00 | watusimoto | that screen is a tool, not something we need to maintain compatibility with |
| 17:25:00 | raptor | ok |
| 17:25:00 | raptor | i'm just thinking of everything it will affect |
| 17:25:00 | watusimoto | ok |
| 17:25:00 | watusimoto | what if the user is pressing ctrl in order to prepare for a ctrl-Q |
| 17:25:00 | raptor | how will it affect possible loadout saving? like with KEY_CTRL_1 |
| 17:26:00 | watusimoto | they will lose their ability navigate |
| 17:26:00 | watusimoto | if their navigateion keys aren't bound to ctrl-A |
| 17:26:00 | watusimoto | but rather A |
| 17:26:00 | watusimoto | (if that makes sense) |
| 17:26:00 | watusimoto | it will make loadout saving marginally easier |
| 17:26:00 | watusimoto | I think |
| 17:27:00 | watusimoto | we'll just check for the key ctrl-1 and if we see it, we save |
| 17:27:00 | raptor | loss of navigation... |
| 17:27:00 | raptor | that doesn't sound like a good side effect |
| 17:28:00 | watusimoto | no |
| 17:29:00 | watusimoto | we could pass a modified keycode (KEY_Ctrl_K), and unmodified one (KEY_K), and an ascii valuye ("k") |
| 17:29:00 | watusimoto | and if the modified value isn't mapped to anything, we try the unmodified value |
| 17:30:00 | watusimoto | so that would let you differentiate between ctrl-1 and 1, but if the user hadn't bound ctrl-A to something, pressing A with the ctrl key down would be just like pressing an unmodified A |
| 17:30:00 | watusimoto | though we probably wouldn't use that in the editor |
| 17:30:00 | raptor | mayeb we should just pass modifiers around with each keycode |
| 17:33:00 | watusimoto | maybe... but if you read the editor code where we differntiate between R, ctrl-R, ctrl-shift-R, it's kind of messy |
| 17:33:00 | watusimoto | fully modified keycodes would clean that up |
| 17:34:00 | raptor | the loss of the independent modifier seems like its a big problem to me.. |
| 17:34:00 | watusimoto | to tell if hte user just pressed "R" you need to verify there are no modifiers down |
| 17:35:00 | watusimoto | why? |
| 17:35:00 | raptor | i don't know - feels like a loss of control |
| 17:35:00 | watusimoto | well, you could still query on the state of a modifier if you want, as we do now |
| 17:36:00 | watusimoto | so really, the only change is doing what we do now, plus including a fully modified keycode |
| 17:36:00 | raptor | you mean like CTRL_ALT_SHIFT_META_K in the enum |
| 17:36:00 | raptor | and all its varients |
| 17:37:00 | watusimoto | yes |
| 17:37:00 | watusimoto | so the sig would go from: |
| 17:37:00 | watusimoto | void EditorUserInterface::onKeyDown(KeyCode keyCode, char ascii) |
| 17:37:00 | watusimoto | to |
| 17:38:00 | watusimoto | void EditorUserInterface::onKeyDown(KeyCode keyCode, KeyCode baseKeyCode, char ascii) |
| 17:38:00 | watusimoto | how many modifiers does sdl support? |
| 17:38:00 | raptor | http://sdl.beuc.net/sdl.wiki/SDLMod |
| 17:39:00 | watusimoto | shift+ctrl+alt+meta |
| 17:40:00 | watusimoto | that's 15 * the number we have now |
| 17:40:00 | raptor | yep |
| 17:42:00 | raptor | now the tricky part: making a key + mod into KeyCode without a giant crazy switch statement |
| 17:43:00 | watusimoto | hmmm.... good point! |
| 17:43:00 | watusimoto | what if we set the enum values in such a way that you can do base_keycode * modifiers = modified_keycode |
| 17:46:00 | watusimoto | i think that would work well |
| 17:47:00 | watusimoto | so if we only had two keys (for simplicyt) |
| 17:47:00 | watusimoto | A B shift-A shift-B ctrl-A ctrl-B |
| 17:47:00 | raptor | would we want to include modifiers with mouse and joystick KeyCode? |
| 17:47:00 | watusimoto | I suppose we'd have to to make the above system work |
| 17:47:00 | watusimoto | unless we added the mouse keys to the end |
| 17:48:00 | raptor | we might want CTRL+click |
| 17:48:00 | watusimoto | but ctrl-alt-button-1 doesn't really make sense |
| 17:48:00 | raptor | but not CTRL_RIGHT_JOYSTICK |
| 17:48:00 | raptor | tha'ts true |
| 17:48:00 | watusimoto | ctrl=left click is the mac's way of doing right-click |
| 17:49:00 | raptor | or maybe we could do away with KeyCode altogether, and just pass around the SDLKey and SDLMod |
| 17:49:00 | watusimoto | so at least in the editor we'd need that |
| 17:49:00 | raptor | :) |
| 17:49:00 | watusimoto | and shift-click for selecting |
| 17:50:00 | raptor | i've been reading the naev code on how they handle inputs: it looks like they just pass the SDLKey and SDLMod around and use that instead of a separate enum |
| 17:51:00 | watusimoto | keycode was useful becuase glut didn't support everything we needed |
| 17:51:00 | watusimoto | and glut fragmented "special keys" and "normal keys" |
| 17:54:00 | watusimoto | but then if the user binds ctrl-L to a function, how will we store that in the INI file? |
| 17:55:00 | watusimoto | that's the value of the full enum |
| 17:55:00 | watusimoto | though I suppose there are ways around that |
| 17:55:00 | watusimoto | we could create a pseudo enum for INI purposes |
| 17:55:00 | raptor | a key+mod combo |
| 17:56:00 | watusimoto | let's do this then, because we need a decision |
| 17:56:00 | watusimoto | pass the SDL key and mod state around, as you suggested |
| 17:56:00 | watusimoto | we can add a modified enum later if we want one |
| 17:56:00 | watusimoto | the key + mod state is very similar to what we do now |
| 17:57:00 | watusimoto | except we don't pass they mod state, we just let users query on it |
| 17:57:00 | watusimoto | or rather the game just queries the modifier staet |
| 17:57:00 | watusimoto | but it will be easy to convert |
| 17:57:00 | raptor | yes |
| 17:57:00 | watusimoto | be sure to include the ascii key too, as we have today |
| 17:57:00 | raptor | using the keyToAscii() function |
| 17:57:00 | raptor | ? |
| 17:58:00 | raptor | so now, we're looking at: |
| 17:58:00 | raptor | EditorUserInterface::onKeyDown(SDLKey key, SDLMod mod, char ascii) |
| 17:59:00 | watusimoto | yes |
| 18:01:00 | watusimoto | if the user binds ctrl-L to a function, how will we store that internally? |
| 18:02:00 | watusimoto | will each function need a key code and a modifier state? |
| 18:02:00 | raptor | probably |
| 18:03:00 | watusimoto | maybe we'll create a struct to hold them together in one object |
| 18:03:00 | raptor | yes, that. |
| 18:03:00 | raptor | wait |
| 18:03:00 | raptor | http://sdl.beuc.net/sdl.wiki/SDL_keysym |
| 18:03:00 | raptor | already done for us |
| 18:05:00 | raptor | the superstructure for SDLKey looks perfect |
| 18:05:00 | watusimoto | ok, we can create a keysym to string function for the INI |
| 18:05:00 | raptor | yes! |
| 18:05:00 | raptor | this is looking better... |
| 18:05:00 | watusimoto | I've already written a unicode to ascii function |
| 18:06:00 | watusimoto | I feel that we might want to add ascii to that struct, or create a large struct that holds keysym and ascii |
| 18:07:00 | watusimoto | or perhaps holds keysym and a function for creating ascii |
| 18:07:00 | watusimoto | like a getAscii function |
| 18:07:00 | raptor | you mean that creates a string from the code? |
| 18:08:00 | watusimoto | that creates a char from unicode |
| 18:08:00 | raptor | we already have that |
| 18:08:00 | watusimoto | yes |
| 18:08:00 | raptor | keyToAscii |
| 18:08:00 | watusimoto | yes |
| 18:08:00 | watusimoto | but are you proposing passing a keysym and ascii to the UI functions? |
| 18:08:00 | raptor | do we need ascii still? |
| 18:08:00 | watusimoto | yes |
| 18:08:00 | watusimoto | but we could create it locally where needed from the keysym struct |
| 18:09:00 | watusimoto | it's basically just some bitwise operations on the unicode value |
| 18:09:00 | raptor | why not just use the unicode from now on? |
| 18:09:00 | watusimoto | because we can't create opengl renderable strings from unicode chars, can we? |
| 18:10:00 | raptor | ahh... I hadn't though of that... let me look real quick |
| 18:11:00 | watusimoto | I think for the moment, at least, we need to continue using ascii where we use it |
| 18:11:00 | raptor | i say we just pass the keysym struct around, then convert to ascii when we need it |
| 18:12:00 | watusimoto | ok, that's fine |
| 18:12:00 | raptor | i'll be back in about 1/2 hour... meeting |
| 18:12:00 | raptor | sorry |
| 18:12:00 | watusimoto | ok |
| 18:12:00 | Flynnn | Bye, raptor :( |
| 18:13:00 | watusimoto | one last thing; perhaps we should move keyToAscii() onto UI so that it's more of a "local" function |
| 18:13:00 | watusimoto | later |
| 18:13:00 | Flynnn | Watusimoto, I have an idea for issue 101 which is a bit difficult to pull off, but I think beneficial in the long run. |
| 18:13:00 | Flynnn | I'm thinking bots should check the code they have been given *before* they enter into the world |
| 18:15:00 | Flynnn | Having the bots enter and immediately exit is a little messier than having them right off the bat state that they have an error |
| 18:16:00 | Flynnn | Afk here.. |
| 18:35:00 | watusimoto | how would they know if their code is valid? |
| 18:41:00 | watusimoto | out for a while |
| 18:45:00 | Flynnn | By loading it into Lua before the bot gets added to the world. My thinking is that they will be in the world by the time the code actually gets run |
| 18:45:00 | raptor | back |
| 18:45:00 | Flynnn | Unless of course the code is invalid, in which case, they won't even run |
| 18:45:00 | Flynnn | Hi, raptor, welcome back! :) |
| 18:46:00 | | watusimoto Quit (Ping timeout: 264 seconds) |
| 19:00:00 | raptor | sam686: ship.cpp:1825 has the following error: |
| 19:00:00 | raptor | ship.cpp:1825:65: warning: passing NULL to non-pointer argument 1 of ‘TNL::Vector<T>::Vector(TNL::U32) [with T = unsigned int, TNL::U32 = unsigned int]’ |
| 19:00:00 | raptor | wait, i know how to fix.. |
| 19:14:00 | | BitfighterLogBot - Commit 99b4f930e4bd | Author: buckyballreaction | Log: Fix compiling on linux |
| 19:35:00 | | Flynnn Quit (Quit: Leaving) |
| 19:59:00 | | Flynnn has joined |
| 21:23:00 | | watusimoto has joined |
| 21:27:00 | raptor | look what else i found: http://sdl.beuc.net/sdl.wiki/SDL_GetKeyName |
| 21:33:00 | watusimoto | what does that return? |
| 21:33:00 | watusimoto | common name? |
| 21:34:00 | raptor | A |
| 21:34:00 | raptor | a |
| 21:34:00 | raptor | 1 |
| 21:34:00 | raptor | Return |
| 21:34:00 | raptor | Backspace |
| 21:34:00 | raptor | CapsLock |
| 21:34:00 | raptor | F4 |
| 21:34:00 | raptor | Right |
| 21:35:00 | raptor | Keypad 6 |
| 21:35:00 | watusimoto | stuff in the common name column of the linked page |
| 21:35:00 | watusimoto | http://sdl.beuc.net/sdl.wiki/SDLKey |
| 21:35:00 | raptor | not quite - i'm looking at the SDL source |
| 21:36:00 | watusimoto | if there is an inverse function, that could be the core of our key-to-string fn |
| 21:36:00 | raptor | looks pretty clost, though |
| 21:36:00 | raptor | only capitalization differences |
| 21:37:00 | raptor | http://www.libsdl.org/tmp/SDL/src/events/SDL_keyboard.c |
| 21:37:00 | raptor | loko for SDL_scancode_names |
| 21:39:00 | watusimoto | got it |
| 21:39:00 | raptor | sooo... looks liek we can remove lots of code from zap/ |
| 21:40:00 | watusimoto | like what? |
| 21:40:00 | raptor | keyCodeToString |
| 21:40:00 | watusimoto | yes |
| 21:41:00 | watusimoto | probably some other stuff too |
| 21:41:00 | raptor | oh man, KeyCode is everywhere... |
| 21:42:00 | watusimoto | yes, it is |
| 21:42:00 | watusimoto | ok, gotta get back to my paver project |
| 21:42:00 | raptor | bye |
| 21:42:00 | watusimoto | later |
| 21:47:00 | | watusimoto Quit (Ping timeout: 240 seconds) |
| 23:16:00 | | raptor Quit (Remote host closed the connection) |
| 23:18:00 | | watusimoto has joined |
| 23:33:00 | | zoomber has joined |
| 23:33:00 | zoomber | sam: |
| 23:33:00 | zoomber | cannot see sam 's server |
| 23:33:00 | zoomber | did it crash? |
| 23:33:00 | zoomber | trying /connect |
| 23:34:00 | sam686 | its still there... it happens because of sending stats too big when game ends with 100 bots |
| 23:34:00 | zoomber | oh |