#gemrb@irc.freenode.net logs for 22 May 2011 (GMT)

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[07:13:38] <Avenger> hi
[07:13:50] <Avenger> anyone works on keymapping
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[08:08:59] <fuzzie> Avenger: i have some code which does all the work in python, but people weren't very happy with the idea
[08:13:28] <Avenger> hi fuzzie
[08:13:39] <Avenger> i plan to do half the work in the core
[08:14:16] <Avenger> first doing a keymap.2da file. a line looks like this: Dialog GUICommonWindows ActionTalkPressed
[08:14:32] <Avenger> a third column may be needed, for restrictions
[08:14:50] <Avenger> like ReturnToGame works in subwindows
[08:15:12] <Avenger> but most of the keys don't
[08:15:44] <fuzzie> right
[08:15:58] <Avenger> i still leave a last line like this:Default GUICommonWindows ResolveKey
[08:15:59] <Avenger> hehe
[08:16:08] <fuzzie> this is not the interesting bit, though :P
[08:16:27] <fuzzie> the long list of spells in PS:T is a good example
[08:16:37] <Avenger> The long list of spells in pst sux
[08:16:45] <Avenger> see how the same is done in tob
[08:16:47] <fuzzie> you want to pass the spell names there as a parameter
[08:17:34] <Avenger> do we want that part of compatibility?
[08:17:44] <fuzzie> well, *I* do, because I go back/forth a lot
[08:17:45] <Avenger> i mean, resolve the long spell names
[08:18:01] <Avenger> isn't SPWI101 enough? :D
[08:18:18] <Avenger> well, if you need the long names, then a parameter column is needed
[08:18:19] <fuzzie> sure, you patch the original engine to support that? :)
[08:18:40] <fuzzie> i mean, it isn't just pst, it's everything except ToB, right?
[08:18:50] <Avenger> iwd2 has no spell mappings at all
[08:18:59] <fuzzie> well, ok, so iwd and bg1 and pst :)
[08:19:18] <Avenger> How has it sadly
[08:19:36] <Avenger> it is a messed up concept
[08:19:40] <fuzzie> honestly, what I was trying to do is: when a user presses a key, it is looked up in keymap.ini, then the GUIScript 'KeyPressed' function gets called, with the name of the keymap.ini entry
[08:19:44] <Avenger> because the spell names are hardcoded into the exe
[08:19:57] <Avenger> that means, you cannot link a modded spell
[08:20:10] <fuzzie> and then i just made the KeyPressed function look it up in some 2da
[08:20:24] <fuzzie> but i never got it working well enough, and no-one was happy with the idea :P
[08:20:42] <fuzzie> but then since no-one made anything work since, i think anything is good
[08:20:43] <Avenger> can't you code the same in C?
[08:21:12] <fuzzie> yes, it's just annoying then
[08:21:36] <Avenger> i think half of the translation could be done in load time
[08:21:38] <fuzzie> because in the GUIScript i just checked for 'SPWI' and then treated all of those as a spell, one line of python, and you could add keymaps for new spells without having to modify the 2da
[08:22:33] <Avenger> well, i won't store anything like "Cast Wizard Spell: Trollish Fortitude" in the engine :)
[08:22:52] <fuzzie> same for stuff like 'Multiselect 1-3', so the python could support all possible combinations of multiselect
[08:22:58] <fuzzie> yes, those would have to go in a table :P
[08:23:12] <Avenger> hmm, i didn't even want to alter those
[08:23:16] <Avenger> those cannot be reassigned
[08:23:21] <Avenger> see the section name
[08:23:37] <fuzzie> you look at which game?
[08:23:57] <Avenger> keymap fixed in tob
[08:24:06] <fuzzie> ah right
[08:24:07] <Avenger> they are not even in how
[08:24:13] <fuzzie> yes, i think in the original game they're all hardcoded
[08:24:29] <Avenger> i think they are just flagged for the keymap editor
[08:24:33] <Avenger> so you won't assign those keys
[08:24:34] <fuzzie> but i think of *all* of this for modding
[08:24:42] <Avenger> they are just displayed by the keymap editor
[08:24:47] <fuzzie> for example what if someone wants to have 8-char parties?
[08:24:52] <fuzzie> if we have it hardcoded in the engine core, that sucks
[08:25:06] <fuzzie> bg1 lets me reconfigure them, anyway :P
[08:25:12] <Avenger> uh
[08:25:40] <Avenger> true it has multiselect
[08:25:47] <Avenger> O_o
[08:25:57] <fuzzie> i mean, that is an irrelevant point
[08:26:07] <fuzzie> i think the "it should be moddable" is much more important :)
[08:26:14] <fuzzie> but it is easy to add to your thing, later, right?
[08:26:20] <Avenger> probably
[08:26:30] <Avenger> if there is a parameter column
[08:26:55] <fuzzie> but i just liked the idea of python being able to do clever stuff :)
[08:27:31] <Avenger> how would you call into all the separate modules
[08:27:48] <Avenger> it would be an ugly thing, no?
[08:27:57] <fuzzie> uglier than doing it in *C*? :P
[08:28:03] <Avenger> sure :P
[08:28:10] <fuzzie> i don't see how :)
[08:28:38] <fuzzie> it makes sure it's not something like SPWI, it looks up a function in the 2da, it calls the function
[08:29:06] <fuzzie> but i don't mean to distract you!
[08:29:22] <fuzzie> i am finally home yesterday, let me get more coffee and organise what i'm doing
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[13:25:23] <CIA-39> GemRB: 03avenger_teambg * rc3a9a028d2f2 10gemrb/gemrb/override/shared/keymap.2da: basic keymap 2da
[13:25:31] <CIA-39> GemRB: 03avenger_teambg * rfab3b3f7c7af 10gemrb/gemrb/core/ (6 files in 2 dirs): use original game keymap.ini for hotkeys
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[13:32:58] <Avenger> ok fuzzie, i did something
[13:33:12] <Avenger> it is not handling a lot of stuff yet for various reasons
[13:33:13] <fuzzie> great
[13:33:22] <Avenger> but it is probably a good start
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[17:59:20] <lynxlynxlynx> fun functions :)
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[20:07:50] <lynxlynxlynx> http://www.youtube.com/watch?v=nPG4sK_glls
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