Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Development

Reply
 
Thread Tools Display Modes
Old June 2, 2017, 17:38   #71
t4nk
Swordsman
 
Join Date: May 2016
Posts: 306
t4nk is on a distinguished road
So you're saying that you'd rather work with more structured information than term stuff (with the latter being colored text, supposed to be displayed as is)?
t4nk is offline   Reply With Quote
Old June 2, 2017, 18:10   #72
Gwarl
Knight
 
Join Date: Jan 2017
Posts: 590
Gwarl is on a distinguished road
Right. I guess, having read all of this, all of the current frontends work with the term structure, so I guess you would be replacing that. Would that be significantly more difficult?
Gwarl is offline   Reply With Quote
Old June 2, 2017, 18:48   #73
t4nk
Swordsman
 
Join Date: May 2016
Posts: 306
t4nk is on a distinguished road
Quote:
Originally Posted by Gwarl View Post
Right. I guess, having read all of this, all of the current frontends work with the term structure, so I guess you would be replacing that. Would that be significantly more difficult?
Hm. I'd say it's doable for Vanilla. Its ui is big and has a surprizing number of features, but a lot of that is something that could be or should be done on the client side lets see
Code:
ui-birth.c - birth process
ui-command.c - various small commands, like html chardump
ui-context.c - mouse commands, the "enter" menu
ui-curse.c - curses menus (in game curses, not ncurses :))
ui-death.c - displayed when char dies
ui-display.c - all kinds of stuff; sidebar, animations, subwindows control
ui-event.c - mostly converting keypresses to and from human readable text
ui-game.c - main loop and associated stuff
ui-help.c - help reader
ui-history.c - player history
ui-init.c - just a couple functions
ui-input.c - input stuff
ui-keymap.c - keymaps
ui-knowledge.c - the '~' command. also messages reader
ui-map.c - map control, convering game data to text. also the 'M' command
ui-menu.c - menu stuff. all of ui uses it to display various menus
ui-mon-list.c - monster list
ui-mon-lore.c - monster recall
ui-object.c - inventory, equpment, quiver stuff; item ignore
ui-obj-list.c - object list
ui-options.c - game options (the '=' command)
ui-output.c - various helper functions, related to printing things
ui-player.c - the 'C' command
ui-prefs.c - parsing pref files
ui-score.c - game score
ui-signals.c - useless
ui-spell.c - casting magics
ui-store.c - buying and selling
ui-target.c - targeting (when firing, throwing, casting etc). horrible spaghetti :)
As you see, a lot of that really belongs to the client, and if you want...

But, the problem is, everything above term interface is very different among Angband's variants, and it is Vanilla that is actually the easiest to deal with (because of the effort undertaken some years ago to separate its ui and game logic). In other variants, the ui is very deeply entangled with the rest of the game; they also all do things differently; basically, each additional variant would require writing a lot of variant-specific C code. And writing that will be more difficult than for Angband.

Last edited by t4nk; June 2, 2017 at 19:02.
t4nk is offline   Reply With Quote
Old June 2, 2017, 19:29   #74
Gwarl
Knight
 
Join Date: Jan 2017
Posts: 590
Gwarl is on a distinguished road
I'm content to do this just for Vanilla. There's a lot to cover in that list, but it's doable.

I should mention I'm intending to make something based around graphical tiles and a mouse-driven interface first of all. I know, this is not the best way to play, but it's friendlier to newbies. And we already have very good ways to play with a keyboard and a text display.
Gwarl is offline   Reply With Quote
Old June 2, 2017, 19:31   #75
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,469
Derakon is on a distinguished road
Quote:
Originally Posted by Gwarl View Post
Right. I guess, having read all of this, all of the current frontends work with the term structure, so I guess you would be replacing that. Would that be significantly more difficult?
You'll need a standard way to convey to the frontend the semantics of what you want to show it, so that instead of doing "display an o here" you say "there's an orc at (24, 33)". And you need to do that for every single thing that gets shown to the user. So yes, it's significantly more difficult. But it's also the right way to do things.

It may be worth looking at NPPAngband's Qt port, as well as at Pyrel's modular frontends.
Derakon is offline   Reply With Quote
Old June 3, 2017, 16:56   #76
t4nk
Swordsman
 
Join Date: May 2016
Posts: 306
t4nk is on a distinguished road
Quote:
Originally Posted by Gwarl View Post
I'm content to do this just for Vanilla. There's a lot to cover in that list, but it's doable.
Let's do it then!

Quote:
Originally Posted by Gwarl View Post
I should mention I'm intending to make something based around graphical tiles and a mouse-driven interface first of all. I know, this is not the best way to play
Well, I always thought tiles are better than text anyway (I just don't like Angband's tilesets).
As for mouse, there is already substantial support for it, although, IMO, insifficient los (radius 1 at the beginning of the game) makes playing with the mouse annoying.
t4nk is offline   Reply With Quote
Old June 5, 2017, 15:51   #77
Gwarl
Knight
 
Join Date: Jan 2017
Posts: 590
Gwarl is on a distinguished road
Hi t4nk I've reuploaded my initial efforts (what I'll be building on) at http://gwarl.xyz/

Started a new thread here where we can discuss things in excruciating detail.
Gwarl is offline   Reply With Quote
Old June 5, 2017, 17:35   #78
Gwarl
Knight
 
Join Date: Jan 2017
Posts: 590
Gwarl is on a distinguished road
Everyone: Angband is now invoked with the -mgcu -- -b option, so you get a single large screen with no subpanels. Let me know if this is okay? I plan to add options at some to choose how many terms you get but I'm trying to address complaints.

To recap, visual artifacts have been almost fixed, shift running is now possible and I've increased the visible playing area.

I'm late with implementing chat but it's on it's way.
Gwarl is offline   Reply With Quote
Old June 5, 2017, 18:48   #79
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,909
Donated: $40
Pete Mack is on a distinguished road
That helps. One other thing: can you turn off ctl-S ctrl-Q behavior? It is hugely annoying to run into that when you are accustomed to using them for keymaps.
Pete Mack is online now   Reply With Quote
Old June 6, 2017, 13:10   #80
Gwarl
Knight
 
Join Date: Jan 2017
Posts: 590
Gwarl is on a distinguished road
Quote:
Originally Posted by Pete Mack View Post
That helps. One other thing: can you turn off ctl-S ctrl-Q behavior? It is hugely annoying to run into that when you are accustomed to using them for keymaps.
I'll look into disabling the process signals but I'm unsure if I'll be able to free up the control sequences for game commands.
Gwarl is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +1. The time now is 19:47.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.