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[04:47:39] <brad_a> i sort of have BIK player working for SDL 2
[04:48:14] <brad_a> the video is all green tho
[04:48:36] <brad_a> at first i thought it was that I used the wrong px format
[04:49:23] <brad_a> but both SDL_PIXELFORMAT_YV12 and SDL_PIXELFORMAT_IYUV look the same
[04:49:29] <brad_a> so maybe its an SDL bug?
[04:51:13] <brad_a> well i did find this bug: http://bugzilla.libsdl.org/show_bug.cgi?id=1315
[04:51:18] <brad_a> but it says its resolved
[04:54:41] <brad_a> he he i just fixed it :-P
[04:54:47] <brad_a> im just dumb at times
[04:55:22] <brad_a> i usually do figure things out proptly after getting frustrated and spewing out here
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[15:30:38] <CIA-28> GemRB: 03bradallred * rb967629b4e50 10gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp: SDL20Video: implement YUV (BIK) movie playback.
[15:30:40] <CIA-28> GemRB: 03bradallred * r2cccb85e1492 10gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp: SDL20Video: iOS hack not needed. simply lock the entire texture to solve the problem.
[15:30:50] <CIA-28> GemRB: 03bradallred * r96f6e92f0438 10gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp: SDL20Video: properly init the movie texture (yuv is SDL_PIXELFORMAT_IYUV and its width and height are passed in)
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[16:51:53] <lostLinSoul> Anyone know if there is more than one place where the portrait buttons are drawn?
[16:52:28] <lostLinSoul> I've modified the GUIscript to only draw the needed buttons
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[16:53:03] <lostLinSoul> But there are button drawn for the other portraits, so that
[16:53:31] <lostLinSoul> 6 portraits are still displayed, but without portraits in the ones
[16:53:55] <lostLinSoul> not produced by the guiscript code I've modified
[16:54:52] <lostLinSoul> I'm unable to find the "other code" producing the buttons without char
[16:55:16] <lostLinSoul> images though as I don't have a clue what I'm looking for, it anyone
[16:55:48] <lostLinSoul> has any ideas, I'll be quite happy for your input!
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[17:13:57] <Avenger> lls: it is probably in the original resource file (.chu)
[17:16:54] <lostLinSoul> So htat would get done when loadwindow is called?
[17:27:22] <Avenger> yes, i guess. LoadWindow creates the window and its objects based on the .chu file. most of the controls are created that way
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[17:28:36] <lostLinSoul> Blast, that means I'll have to handle them even before they are necessary...
[17:28:38] <lostLinSoul> Thanks,
[17:29:25] <lostLinSoul> It's saves me from going mad trying to trace what is drawing them.
[17:31:34] <lynxlynxlynx> you can delete them, but it should be easier to just set their resources to empty
[17:34:26] <lostLinSoul> lynxlynxlynx: How would that work?
[17:34:52] <lynxlynxlynx> i think you can just hide them too
[17:35:23] <lynxlynxlynx> nope
[17:35:26] <lostLinSoul> Oh right, that is what I was referring to when I mentioned handleing them.
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[17:35:34] <Avenger> button.SetSprite ?
[17:36:04] <Avenger> button.SetSprites("",0,0,0,0,0)
[17:36:08] <lynxlynxlynx> yes, it looks like you'll have to much with the resources
[17:36:14] <lynxlynxlynx> SetVisible only works on windows
[17:36:32] <lostLinSoul> SetFlags (IE_GUI_BUTTON_NO_IMAGE, OP_SET)
[17:36:44] <lynxlynxlynx> :)
[17:37:22] <lostLinSoul> I was hoping to avaind that code until the buttons were necessary though...
[17:37:29] <lostLinSoul> Infernal hard coding...
[17:38:10] <Avenger> or just change its position to 0
[17:38:15] <lostLinSoul> I thought you had to getcontrol and set it them up before they would show up.
[17:38:28] <lostLinSoul> Evidently not...
[17:38:33] <Avenger> i mean -1
[17:38:35] <lostLinSoul> :o(
[17:38:48] <Avenger> or width to 0 :)
[17:39:15] <Avenger> well, you have to do that after loadwindow, yes
[17:40:17] <lostLinSoul> drat, drat and triple drat!
[17:41:02] <Avenger> why is this a problem?
[17:41:25] <lostLinSoul> so much for my easier dynamic approach >:o|
[17:41:51] <Avenger> well, i dont know what you exactly need, but a simple Button.SetPos(-1,-1) will do
[17:42:27] <Avenger> or you just remove the buttons from the .chu :)
[17:42:46] <lostLinSoul> ....
[17:42:56] <Avenger> i don't know what you want to do
[17:43:17] <lostLinSoul> That sounds nice, but ...
[17:43:34] <lostLinSoul> Well with the belief that the buttons were only
[17:43:50] <lostLinSoul> shown once you use getcontrol and set them up
[17:44:13] <lostLinSoul> The button code only runs on the buttons that should be in existance
[17:44:33] <lostLinSoul> and would do the hiding of buttons etc. if you lost a
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[17:45:56] <lostLinSoul> party member for example, so that the button resouce could be used
[17:46:12] <lostLinSoul> for a difference party member if you got another later
[17:46:20] <Avenger> don't we already turn off buttons for nonexistent partymembers?
[17:47:49] <lostLinSoul> Well my inplementation would rewrite all that code.
[17:47:55] <Avenger> we use this:
[17:48:01] <Avenger> if not pic:
[17:48:03] <Avenger> Button.SetFlags (IE_GUI_BUTTON_NO_IMAGE, OP_SET)
[17:48:05] <Avenger> Button.SetState (IE_GUI_BUTTON_DISABLED)
[17:48:07] <Avenger> Button.SetText ("")
[17:48:08] <Avenger> Button.SetTooltip ("")
[17:48:10] <Avenger> continue
[17:48:39] <lostLinSoul> The code concertain portrait buttons would be completely overhaouled
[17:49:17] <Avenger> well, i don't see any reason why would anyone want to remove this particular part
[17:49:41] <Avenger> it is a reversible but complete hide of the portrait button
[17:51:10] <lostLinSoul> Maybe if you thoug of klthe portraits as a dynamic vector that only holds
[17:51:58] <lostLinSoul> as many portraits as the maximum in your party since you loaded/started the game you are currently playing
[17:52:47] <lostLinSoul> So my code only deals with one button when you start a new games for example
[17:52:51] <Avenger> is this some attempt to make more than 6 partymembers?
[17:52:55] <lostLinSoul> Hence how I saw the problem.
[17:53:07] <Avenger> or i totally don't see your problem
[17:53:13] <lostLinSoul> If you load a game with 9 party members then the code deals with nine
[17:53:18] <Avenger> you can have a vector with 'None' elements
[17:53:46] <Avenger> or just set pic to none when the index is > len(vector)
[17:53:49] <Avenger> or whatever you wish
[17:54:49] <Avenger> you need static control ids anyway
[17:55:17] <lostLinSoul> Yeah, was hoping to avoid "unnecessary" code -
[17:55:42] <Avenger> you cannot display an arbitrary number of portraits on a finite window height. So, just allocate 6 or 9 slots, and scroll through them if you got more than the preallocated number
[17:55:47] <lostLinSoul> Well mime are static in the sense that they are calculated via fixed offsets
[17:56:17] <Avenger> actually you can create/remove buttons, i think
[17:56:21] <lostLinSoul> That is determince by the window size so is also calculated
[17:56:46] <Avenger> you can set position and size too
[17:57:00] <lostLinSoul> so in my 1280 window it can have 13 I think,
[17:58:04] <lostLinSoul> and scroll buttons are used for what cannot fit on the screen
[17:58:07] <Avenger> i would just determine the number of buttons and do a for loop, but you can do it the hard way by dynamically creating/destrouying buttons
[17:59:54] <Avenger> you can safely destroy a button, using Window.HasControl to see if you have anything to destroy
[18:02:46] <lostLinSoul> Thanks, it looks like I'll have to add the work around I was hoping to avoid
[18:05:12] <lynxlynxlynx> i agree with Avenger here, sounds like you have an odd design
[18:07:41] <lostLinSoul> A button manager has been implemented, to encapsulate all portrait window buttons
[18:11:47] <lostLinSoul> The code I have works at the moment, but I'm testing and tweaking at the moment, when I noticed buttons I had not set up were being drawn and tried finding out what was doing it
[18:12:31] <lostLinSoul> I had guessed it would be load window, but I thouight I'd just make sure
[18:16:24] <lostLinSoul> May if I post a git diff for someone to try out/have a look at when I'm a bit happier with it?
[18:21:09] <Avenger> fuzzie: http://forums.gibberlings3.net/index.php?showtopic=24136
[18:24:40] <lynxlynxlynx> lostLinSoul: sure
[18:24:56] <lynxlynxlynx> do it now, just so you have an extra backup :)
[18:27:27] <fuzzie> Avenger: oh good, I wasn't crazy
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[19:06:29] <Avenger> fuzzie: no, but this solution has its own problems, at least in the IE
[19:06:43] <Avenger> of course, we could do better :)
[19:11:26] <lostLinSoul> lynxlynxlynx: http://paste.debian.net/159752/
[19:12:12] <lostLinSoul> --^ WIP party size code - git diff
[19:12:40] <lostLinSoul> Well for portraits at least
[19:15:08] <lostLinSoul> And please be gently with any crit., 1st coding effort...
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[19:37:38] --- Topic for #gemrb is: GemRB 0.7.0 | http://gemrb.org | Verify your GitHub keys | Something wrong? CHECK THE GEMRB LOG | Be wary of your thoughts for there are Illithid present: http://log.usecode.org/gemrblog.php | import pdb; pdb.set_trace()
[19:37:38] --- Topic for #gemrb set by edheldil!~edheldil@2001:1488:ac14:1400:222:19ff:fe31:415e at Thu Mar 8 10:23:17 2012
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[19:53:26] <Avenger> hmm, why do we have an exultbot?
[19:55:11] <lynxlynxlynx> chat logs
[19:55:12] <Avenger> ah, it is the logger, i thought it is the gembot.
[19:55:24] <lynxlynxlynx> gembot is also for chat logs
[19:55:31] <lynxlynxlynx> it spams them ;)
[19:57:04] <Avenger> it is funny, that gembot is attached to freenode via budapest, while i'm attached through vilnius :D
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