Future plans for GUI

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Re: Future plans for GUI

Postby Per » 12 Mar 2015, 21:13

Interesting discovery.

Tzeentch wrote:
Code: Select all
# src/warzone2100 --game TUTORIAL3
Unrecognized option: TUTORIAL3
some reason isn't working.

You need to write --game=TUTORIAL3 now. The '=' is mandatory.
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Re: Future plans for GUI

Postby Tzeentch » 17 Mar 2015, 20:38

Are we able to deploy wuz21m's cached call change?

Assisted in performance from my initial test, perhaps to the freebsd port tree so I can update that port and use and double check on FreeBSD. As I cannot get the github warzone master to work on freeBSD.

Unless we have to do a collection of changes then push out to the next release
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Re: Future plans for GUI

Postby Per » 18 Mar 2015, 00:27

Tzeentch wrote:Are we able to deploy wuz21m's cached call change?

Already pushed to git master. Thanks, guys.
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Re: Future plans for GUI

Postby Frogmorton » 04 Jan 2016, 01:40

Are there any plans for optional use of more than one display? Could we have all the pop-ups permanently displayed on a different screen?
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Re: Future plans for GUI

Postby vexed » 04 Jan 2016, 04:11

Basic code is there... we can open WZ on different displays now.
As for anything else, dunno yet.
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
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Re: Future plans for GUI

Postby Vincent » 12 Aug 2016, 00:26

I'm currently cleaning up hci.cpp. Hopefully code can be simplified up to the point it's easy enough to update.
Is current UI layout important to keep ? There are several lib available that enables to easily design interface, like CEGUI or librocket or IMGUI.
In my opinion the best solution is CEGUI since librocket looks moreless unmaintained and IMGUI is easy but doesn't look great.
Otherwise it should be possible to modify existing code to use a vector lib and a font lib for basic shape and text. It'll likely require more work however it may give the best visual results.
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Re: Future plans for GUI

Postby Vincent » 13 Aug 2016, 22:37

What is the "OPTIONS" screen mentionned in hci.h/cpp ?
It's neither the ingame options (which is named "INGAMEOP") nor the main menu screen.
It looks like an hidden debug menu or something.
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Re: Future plans for GUI

Postby Per » 15 Aug 2016, 00:35

Yes, there is a debug window. Try ctrl+o after enabling cheat mode first.
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Re: Future plans for GUI

Postby Vincent » 17 Aug 2016, 00:36

Is it ok to add boost dependency ? I'd like to use boost::variant (which is part of c++17).
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Re: Future plans for GUI

Postby Vincent » 17 Aug 2016, 23:17

See ticket 4484
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Re: Future plans for GUI

Postby Per » 18 Aug 2016, 00:19

Vincent wrote:Is it ok to add boost dependency ?

No, do not add dependencies unless absolutely necessary. Cross-compilation is already very hard, so we want to keep the number of dependencies down.
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Re: Future plans for GUI

Postby Vincent » 22 Aug 2016, 20:35

Is it OK to move the event handlesr (ie function rigger ed when left or right mouse button is pressed on some part of the ui) to Javascript? Hopefully it'll lead to smaller patches...
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Re: Future plans for GUI

Postby Per » 23 Aug 2016, 08:44

Yes, moving UI control to javascript is part of the long-term plan. Already reticule is controlled from javascript in 3.2.
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Re: Future plans for GUI

Postby Vincent » 25 Aug 2016, 16:48

Submitted this patch http://developer.wz2100.net/attachment/ticket/4488/ It changes a smaller amount of code (and doesn't rely on the previous one)
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