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Author Topic: Textwindows  (Read 1437 times)
smacky
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« on: January 27, 2010, 06:19:14 pm »

Coming soon to a B5 near you: dynamic textwindows!

You can resize either textwindow in all eight directions and set the font for either one.

As you can see from the screenshot below, there are still a few bugs (ie, the buffer isn't big enough which is why my shout is truncated, I seem to have broken transparency, and a few things you can't see here).

But these are minor tweaks. The main work is done..

Once this is finished, it'll be pretty easy (I think!) to add copy and paste and proper fonts (means truetype or whatver the format is) -- which also means proper sizing, bold, italic, underline, and so on, like in a browser.

Here's a screenshot:

ddhanna
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« Reply #1 on: January 27, 2010, 07:21:05 pm »

being able to adjust the size of the text will be very nice. when using a larger monitor, the text can be very small and hard to follow.
looking forward to it....... :)
clobber
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« Reply #2 on: January 28, 2010, 05:37:53 pm »

Can we make like an audio Dai? So some NPCs have voices and some text is read aloud?

Nice Smacky, opening up a whole new world to the visually disabled :)
smacky
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« Reply #3 on: January 29, 2010, 02:05:05 am »

Do people currently use the textured (non-alpha) background at all?

Is the current scrollback (250, or 249, lines) sufficient? I can easily make the number of lines a user-settable option.
_people_
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« Reply #4 on: January 29, 2010, 06:33:12 am »

1.  I don't.

2.  That would be nice :)

Would it be too much to ask for italicized text? It's hard to express emphasis with caps  ;)
smacky
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« Reply #5 on: January 29, 2010, 01:15:45 pm »

Would it be too much to ask for italicized text? It's hard to express emphasis with caps  ;)

Already done (or actually I just checked and it is not working 100% yet -- it works when you type it in but for some reason isn't modifying the output). ATM we use colour for emphasis because of our limited fonts.

So, as in the NPC and book GUIs, green text denotes italics and yellow text denotes bold. You toggle these with ~ and |. (There is also gold toggled with ` (SENTInce uses this for intetitles)).

When we use proper fonts we can make this real italics, bold, and underline.
smacky
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« Reply #6 on: February 02, 2010, 06:51:11 pm »



The green borders are resizing borders. When you hover over an edge or corner of a window that edge (or two edges if you're over a corner) turns green. If you then hold the LMB down you can drag to resize the window.
smacky
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« Reply #7 on: February 02, 2010, 09:26:25 pm »



EDIT:
smacky
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« Reply #8 on: February 04, 2010, 11:46:57 am »

Here's (user-settable) indentation of chat messages to aid readability:

smacky
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« Reply #9 on: February 10, 2010, 12:00:59 pm »

Currently (by default) we use INSERT and DELETE to scroll the message textwindow up/down by one line and PAGEUP/PAGEDOWN to scroll the chat.

This seems backwards as by default the chat window is on the left of the screen and the message window is on the right. So this should reflected in the key layout, rather than having the opposite.

But also, ATM we just scroll by one line (with the keyb anyway, the mouse can scroll in larger steps). If, as we will be able to in B5, we can have very large scrollback buffers, this makes little sense.

One more sensible layout would be: INS/DEL scrolls the chat window by one line, PGUP/PGDN scrolls the chat window by one page, and HOME/END goes straight to the top/bottom of the chat window. If SHIFT is held down, operate on the message window instead.

Obviously currently SHIFT opens the inv, but this can (indeed should) be changed (so for example, I (can be rebound like any other key) would toggle inventory mode).

Alternatively we can use ALT to change textwindows (ALT is not needed for running in B5) to avoid this minor conflict right now.

Opinions?

EDIT: I've done it like this:

There are 6 new ?M_ commands: ?M_TEXTWIN_LINEUP, ?M_TEXTWIN_LINEDOWN, ?M_TEXTWIN_TOP, ?M_TEXTWIN_BOTTOM, ?M_TEXTWIN_PAGEUP, and  ?M_TEXTWIN_PAGEDOWN.

These can be bound to keys in the normal way. When the key is pressed, the given action is performed on the chat window. If SHIFT is held down, the action is performed on the message window.

The existing ?M_PAGEUP/DOWN(_TOP) are retained to keep people who don't like change relatively happy.

So by default, the new ?M_TEXTWIN_* commands are bound to INS/DEL, HOME/END, and PGUP/PGDN, and the old commands are unbound.

This means that new players get the more powerful scrolling but existing keys.dat files will still work.
clobber
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« Reply #10 on: February 10, 2010, 05:41:50 pm »

Is this just for B5? ... only I'm having a bit of trouble misreading a lot of what is going on in shout :p If there is a way to make it bigger I would appreciate it hugely :)
smacky
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« Reply #11 on: February 10, 2010, 06:32:46 pm »

B5+.
clobber
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« Reply #12 on: February 10, 2010, 10:33:21 pm »

Ah well... will need to wait two weeks then ;)
smacky
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« Reply #13 on: February 16, 2010, 03:39:19 pm »

Currently when you logout the 'mix' window (chat and messages in the same window) is displayed. This is not scrollable.

Although I've removed the mix window entirely (because it meant twice the work and twice the memory usage every time a message/chat is displayed), it's not a problem to simply display both the message and chat windows side by side at this point.

I can also make them scrollable even here. Thus allowing players to logout and review the text.

Howver, is this useful, given that you can already create textfile logs of everything?
smacky
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« Reply #14 on: February 21, 2010, 01:36:55 pm »

You can now assign any colour (RGB in the range 0x00000 to 0xffffff) to chat and highlighting text in the client.

This info is part of the skin definition so Subaru people can produce more complete/consistent skins.

Although I haven't done it yet, it's a small next step to allow the server/scripts to send such RGB colours with messages to allow true colours here too (in this case the choice of colour would be down to the server/scripter, not the client/skinner).
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