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[09:56:13] <Cashman> yo jett!
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[10:48:24] <Cashman> yo servus
[10:48:46] <servus> Hi Cashman.
[10:49:39] <Cashman> hows the week going
[10:54:45] <servus> fine, tons of papers due, finals, need sleep, 'night:)
[10:55:29] <Cashman> ok
[11:34:08] <Cashman> who the heck is dhewg
[11:37:20] <dhewg> guess that would be me
[11:40:24] <Cashman> and you ar?
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[11:43:18] <dhewg> uhm, lets just say i tried u8 under w2 again yesterday and failed at getting the sound to work. so im iding as long in here as it takes to get a working u8 engine :D
[11:43:29] <wjp> dhewg: heh, prepare for a long wait ;-)
[11:43:38] <dhewg> hehe yeah i know
[11:43:50] <dhewg> hope my contribution helps ;)
[11:43:52] <wjp> although things are going quite well with pentagram
[11:44:03] <dhewg> good to hear
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[12:04:00] <Cashman> dhewg did you ever play the crusader series
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[12:04:36] * Cashman says note we strictly arn't surposed to talk about TGUDS in here!
[12:04:54] <Cashman> but as a quick question did you?
[12:13:55] <Cashman> hey sb-x!
[12:14:02] <SB-X> hello
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[12:33:45] <SB-X> goodbye
[12:36:53] <CashZzz> still here
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[12:41:39] <SB-X> what does CashZzz mean?
[12:51:35] <CashZzz> oh just means I'm in a nite nite away state in irc
[12:51:48] <CashZzz> means I wont always answer and about to fall alseep
[12:51:58] <CashZzz> jett/darke does this as well
[12:52:18] <CashZzz> I mean wjp is currently doing wjp|busy
[12:52:57] <SB-X> darke is really asleep but senses when his presence is needed and awakes, or talks to us in his sleep
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[12:53:24] <CashZzz> yeah I find that interesting! hehe
[12:53:39] <Colourless> hi
[12:53:40] <CashZzz> somehow looks at the monitor every noun and then in his dreams
[12:53:43] <SB-X> hello
[12:53:51] <CashZzz> hi
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[13:14:23] <sbx|afk> bye
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[13:38:46] <CashZzz> hey Darke ZZZzzing away - I am
[13:53:24] <wjp|busy> hi Ryan
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[14:58:47] <wjp|busy> going home; bbl
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[15:28:29] <wjp> hi again
[15:44:27] <wjp> anyway, I have some gump dragging in place
[15:44:45] <wjp> took me some time to get used to the gump/parent coords, but it seems to be working now :-)
[15:44:58] <Colourless> how does it work?
[15:45:20] <wjp> not the way I really want things to work yet, currently
[15:45:48] <wjp> I've just been experimenting a bit
[15:46:04] <wjp> specifically I made container gumps child gumps of GameMapGump
[15:46:32] <wjp> and I'm having GameMapGump handle the mouse events for ContainerGump
[15:46:44] <Colourless> in the original the game would pause whenever you dragged something. also, the game would draw the item that you were dragging (if you were dragging an item) 'invisible' at the place were the item would be dropped
[15:47:03] <wjp> since item using/dragging is basically the same for ContainerGump and GameMapGump
[15:47:45] <wjp> this also means dragging a ContainerGump is moved into GameMapGump automatically
[15:47:50] <wjp> and I'm not too happy about that
[15:48:36] <wjp> although it's a very limited amount of code, so it's not _that_ big a problem
[15:49:25] <wjp> what exactly do you mean by 'invisible'?
[15:49:37] <wjp> grayed out?
[15:50:34] * Colourless points to RenderSurface::PaintInvisible
[15:51:04] <wjp> ah, great :-)
[15:52:14] <wjp> but in-game invisible items were _really_ invisible, weren't they?
[15:52:48] <Colourless> yes
[15:53:00] <Colourless> but there are still 2 unknown flags. 0x0001 and 0x8000 :-)
[15:53:15] <wjp> did 'detect invisibility' make items fully visible?
[15:53:20] <wjp> I think it did
[15:53:37] <Colourless> yes i imagine think it did
[15:53:57] <Colourless> one of them (my guess 1) might be for the transparent/invisible painting
[15:55:07] <wjp> mouse events:
[15:55:20] <wjp> I'm having GUIApp.cpp dispatch mousedown/mouseup events to desktopgump
[15:55:30] <wjp> a mouseup goes to the gump that was returned by the mousedown
[15:55:45] <Colourless> sounds fine
[15:55:55] <wjp> if two mouseups are close enough together, the gump will additionally receive a mousedouble event
[15:56:18] <wjp> (or should that be if a mousedown is close after a mouseup?)
[15:56:47] <Colourless> in case you haven't done it, there needs to be some notification from Gump::close() to indicate to GUIApp when a gump is closed, if it may recieve a another event
[15:56:49] <wjp> ('the gump' = the gump that got the second mousedown/mouseup combo, btw)
[15:56:51] <Colourless> i'm thinking down after up
[15:58:05] <Colourless> the usual way for mouse double click is actually the down-down time
[15:58:24] <wjp> mousemove is dispatched to desktopgump, which dispatches it to its focus_child currently. (This should be changed)
[15:59:04] <wjp> ok, down-down it is then :-)
[15:59:24] <wjp> after that, GameMapGump usually gets the event.
[15:59:45] <wjp> it stores the time it got an event, and sets the 'handled' flag for the click to false
[16:00:03] <wjp> in Run() I check if a click that happened 'long ago' hasn't been handled yet, and if so, handle it
[16:00:12] <wjp> if a double-click occurs, the click becomes handled too
[16:01:00] <Colourless> sounds good
[16:01:17] <wjp> the lag for clicking is quite noticable, unfortunately
[16:01:40] <wjp> but decreasing the interval makes it near-impossible to double-click
[16:01:59] <wjp> (max. up-up time is 200ms, currently)
[16:02:17] <Colourless> down-down should make that 'much' better
[16:02:26] <wjp> yes
[16:02:49] <wjp> how would you do mousemoves? Have GameMapGump register that it's "interested" in mousemoves?
[16:03:08] <Colourless> in what way?
[16:03:26] <Colourless> they aren't really used execpt for determining the mouse cursor
[16:03:31] <wjp> and dragging of course
[16:03:46] <Colourless> dragging is... different :-)
[16:04:02] <wjp> but mousemove will need to go somewhere for dragging :-)
[16:04:18] <wjp> at what level would you do dragging?
[16:04:22] <Colourless> for mouse cursor stuff i was going to use a function that would 'get' the mouse cursor when painting
[16:04:53] <Colourless> probably have a flag or something that says 'gump accepts dropped objects'
[16:05:14] <Colourless> then when the mouse is moved while dragging call some function in the gump
[16:05:18] <wjp> 'gump accepts dropped gumps'? :-)
[16:05:35] <Colourless> i don't think so :-)
[16:05:49] <Colourless> of course something we need to consider... sliders
[16:05:58] <Colourless> draggable gump widgets
[16:06:28] <Colourless> how they will work.... i don't really know :-)
[16:06:41] <Colourless> probably using it's own dragging code
[16:07:00] <wjp> I was thinking... if we give the draggable widget an objid, and make its parent the SliderGump,
[16:07:20] <wjp> we would notify the gump's parent (i.e., the SliderGump) that a child is moving
[16:07:42] <wjp> and then the SliderGump would move the slider-thingie
[16:07:58] <wjp> (ignoring the vertical movement, of course :-) )
[16:08:05] <Colourless> that's possible. it 'could' use the general gump dragging code, but with restrictions to where it can go
[16:08:22] <Colourless> so you have a rect in which it's allowed to be dragged
[16:09:07] <wjp> something like that would work too
[16:09:57] <wjp> hm, quick aside: did the avatar's paperdoll draw items invis./transparent while dragging equipment over it too?
[16:10:29] <Colourless> yes
[16:10:42] <Colourless> the were drawn over where the item would be placed
[16:10:50] <wjp> and over the backpack for non-equipment?
[16:10:52] <Colourless> this includes items being dragged into the backpack
[16:10:58] * wjp nods
[16:11:05] <wjp> (or equipment being dragged over the backpack)
[16:11:21] <wjp> I guess they were drawn in the 'equipped' shape when over the avatar, and as 'world item' when over the backpack
[16:11:33] <Colourless> for the 'world' the items were placed into the display list so the sort order was correct
[16:11:51] <wjp> hm, ok
[16:12:02] <Colourless> doing this... is not currently possible as there isn't a way to specify an object should be drawn invis
[16:12:25] <wjp> well, there should be an object flag for it
[16:12:49] <wjp> what happened to the original item while dragging it?
[16:12:56] <Colourless> void ItemSorter::AddItem(sint32 x, sint32 y, sint32 z, uint32 shape_num, uint32 frame_num, uint32 item_flags, uint16 item_num=0) would be what you'd use
[16:12:56] <wjp> did it just disappear? (visually, at least)
[16:13:07] <Colourless> the original item stayed IIRC
[16:13:28] <wjp> hm, I would've done that differently
[16:13:40] <wjp> I'd either make it invisible or transparent
[16:41:29] <wjp> oh, before I forget, is the item you're dragging painted under the mouse cursor too?
[16:41:38] <wjp> (apart from the transparent item in the world)
[16:42:21] <Colourless> when?
[16:42:39] <Colourless> in gumps?
[16:42:54] <wjp> in gumps or when dragging over the real world
[16:43:07] <wjp> is the only visual indication you're drawing something the transparent item?
[16:43:23] <Colourless> the transparent item
[16:43:59] <Colourless> also, i can't remember exactly when, but when you are dragging an item, you get a 'crosshair' cursor
[16:44:06] <wjp> bbl, dinner
[16:44:31] <Colourless> i can't remember if the crosshair shows when you will throw the item, or if it's not going to be thrown
[17:11:05] <wjp> back
[17:11:15] <Colourless> wb
[17:15:29] <Colourless> i'm off
[17:15:32] <wjp> night
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[22:14:46] <wjp> Just so you're prepared: I just sent an actual email to pentagram-devel :-)
[22:15:17] <wjp> (first one in about three months :-) )
[22:15:26] * DarkeZzz gasps! No! This cannot be!
[22:15:47] <wjp> ah, but it's true! :-)
[22:18:00] <wjp> hm, it turned out to be quite a lengthy email too :-)
[22:21:58] * DarkeZzz looks horrified! The email! It is indeed true! *faint*
[22:25:30] <wjp> on top of that I committed some scary stuff to CVS too
[22:27:29] <wjp> oh, and I made GUIApp::get_instance() return a *drumroll* GUIApp* ! :-)
[22:30:32] * DarkeZzz gasps!
[22:35:34] <wjp> hm, getting late; I should go
[22:35:44] <wjp> bye
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