#gemrb@irc.freenode.net logs for 29 Apr 2010 (GMT)

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[07:33:31] <fuzzie> tomprince: GameWindow seems reasonable..
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[14:08:59] <tomprince> Except that I don't know where to put the variable.
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[15:01:45] <fuzzie> well, the standard is to have such things in a per-game GUICommonWindows module, i think
[15:18:13] <tomprince_loki> How about GUICommon, since it is shared by all the games.
[15:38:34] <tomprince_loki> or.cz/python: Fixes SetVisible and SetControlStatus.
[15:39:02] <tomprince_loki> But I think that UnloadWindow is more complicated, since it uses the result of GetVar everywhere.
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[16:19:24] <fuzzie> am pretty sure the code is going to be responsible itself for creating that window, so just a case of fishing the object out from somewhere
[16:33:05] <tomprince_loki> Part of the trick is that C++ code messes around with those variables.
[16:35:53] <tomprince_loki> On the other hand, I am tired, and probably not thinking straight.
[16:37:05] <fuzzie> the C++ code does not alter those variables
[16:37:15] <fuzzie> as far as I know
[16:38:05] <fuzzie> last time i looked at this and discussed on irc, i thought we concluded that the core only needed to know about one specific window (MessageWindow), and only for read-only purposes; the rest could be generalised
[16:39:43] <fuzzie> that is a bit complex to actually make work, but does lead to the conclusion that there will be a python object lying around already to use.
[16:39:48] <fuzzie> i hope.
[16:41:08] <tomprince_loki> Well, that is the only one that occurs in a call to UnloadWindow. Perhaps it should just be changed to GWindow(MessageWindow).Unload()
[16:41:25] <tomprince_loki> One call in each of {bg1,bg2,iwd,iwd2}/MessageWindow.py
[16:47:03] <fuzzie> if that works, it sounds like an ideal solution for now
[17:26:06] <tomprince> or.cz/python: seems to work. :)
[17:35:43] <tomprince_loki> Will do testing later. Perhaps not for a week or two ...
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