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   October 31, 2014  
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[00:00:09] <dermetfan> in other words, make menuDest.elements final. where you currently use =, use clear() and addAll(..).
[00:00:10] <bluszcz> ok, i am missing something,
[00:01:03] <bluszcz> dermetfan: sec
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[00:04:12] <bluszcz> dermetfan: works, Xoppa: thx. i understand now problem with reference and adding elements to assigned reference.
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[00:21:01] <kalle_h> I readed dozens of papers of advanced motion blur techniques and wondered how I should do this for hours. But when I actually tested my motion blur with good settings and I needed to add debug option to pause frame but still preserve motion vectors, bring camera almost 10cm away from problem spot and I needed to multilply motion vectors bu factor of two to even see the problem in still shot. I noticed that I am worrying it too much
[00:21:54] <TEttinger> really, kalle_h?
[00:21:57] <indiepig> lol
[00:22:16] <TEttinger> is there such a thing as worrying too much about appearances
[00:22:40] <indiepig> yes
[00:22:41] <indiepig> yes there is
[00:22:57] <indiepig> say the pig
[00:23:11] <jeffol> bacon
[00:24:01] <kalle_h> TEttinger: problems are easy to see if you use crazy not physically based settings
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[00:25:32] <kalle_h> but If I just disallow such settings and use my time wiser to somewhere else
[00:25:39] <kalle_h> I will be lot saner
[00:26:07] <kalle_h> but now I am doing same for temporal AA but this time the artifacts are there and they can be horrendous
[00:27:11] <kalle_h> but more I read this I think I will use something simple. http://advances.realtimerendering.com/s2014/drobot/HRAA_notes_final.pdf
[00:27:21] <kalle_h> So not something like that
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[00:58:24] <qaisjp> hey, i created my world like in the box2d tutorial
[00:58:32] <qaisjp> and my thing falls reaaally slowly
[00:58:43] <qaisjp> im using the exact dt passed from graphics.getDeltaTime
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[00:59:19] <qaisjp> nvm
[00:59:23] <qaisjp> divde by 1000 i guess
[01:00:01] <qaisjp> 60
[01:00:10] <qaisjp> 1000
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[01:01:23] <qaisjp> nope
[01:01:25] <qaisjp> wrong each time
[01:01:55] <kalle_h> don't use pixels are world units
[01:02:22] <qaisjp> oh ofc
[01:02:23] <qaisjp> that reminds me
[01:02:24] <kalle_h> box2d caps velocity to about 100m/s
[01:02:43] <qaisjp> we used to use 64 or 32 in love2d.org as the units
[01:02:44] <qaisjp> shame on me
[01:02:45] <kalle_h> so if you use pixels instead of meters as units then its will ruin your simulation
[01:02:46] <qaisjp> so simple
[01:02:46] <qaisjp> thanks
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[01:03:16] <kalle_h> lot cleaner way than hacky magic constants is to design your game in box2d units
[01:03:38] <qaisjp> yay
[01:03:41] <qaisjp> works fine now, cheers
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[01:03:48] <kalle_h> and then just make camera with same units and only place that knows about pixels is rendering like it should be!
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[01:14:43] <SonnyCh> Hi! Anyone familiar with tiles + box2d in at a time like this? :)
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[01:20:29] <dermetfan> just ask your question
[01:20:31] <SonnyCh> Well, I'm stating my question, and if you want to put up a nice little answer, feel free :)
[01:21:37] <SonnyCh> Is there any easy way to have box2d's that can be put into a TileLayer and thereby easily sorted on height and therefor possible to create a 2.5d feeling?
[01:24:22] <dermetfan> you can't literally put bodies on tile layers. why would you? You can use body.getPosition().y to sort them by their y coord (or did you really mean height?)
[01:24:25] <SonnyCh> I'm now having a TileLayers generated from Tiled, and then Box2D's also generated from Tiled. Now my Box2d moves around and therefor I want them to both be infront of a layer and behind the same layer (depening on y-orientation).. I have created a way to do this for my player, since I only need to render everthing that has a y < player.y and then render player, and hten render everything with
[01:24:26] <SonnyCh> y > player.y
[01:25:09] <SonnyCh> But I want to do that for every item..
[01:25:50] <SonnyCh> No, I understand that I can't put bodies on TileLayers, I meant to put their content (their tile) on the tile layer.
[01:28:14] <SonnyCh> Do you understand my problem? I don't want to sort only the bodies. I want to sort everything visible (tiles, bodies) and then rendered it from upperleft to lowerright.
[01:29:11] <SonnyCh> Now I use a modified Orthogonal Renderer in order to render everything above the player-body first, then render the player body, and then render everything below the player body.
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[01:31:05] <dermetfan> well you would have to feed your custom renderer with y coords for the body sprites so it can sort them...
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[01:31:52] <SonnyCh> Well, you can see how my custom renderer works here
[01:31:52] <SonnyCh> http://pastebin.com/aQXvXAGn
[01:32:06] <SonnyCh> (almost a copy of the orthogonal renderer)
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[01:59:01] <dermetfan> SonnyCh: one approach would be to put all the sprites in an Array, sorted by their y coord. Then in the custom renderer check if there is a sprite with lower y coord every time you want to render a tile and render the sprite first.
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[02:14:09] <SonnyCh> That's a great idea..! I thought of something similar (after your previous hint) but am too tired to finish anything tonight.. Hopefully I get it to work tomorrow :) Thank you so much for your help :)
[02:15:49] <SonnyCh> G'night to you all! :)
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[02:33:45] <dysoco> Can anyone tell me what's the absolute minimum necessary to compile a LibGDX game for Android 4.4? I have a really slow internet connection and the SDK update is taking ages, and I don't think I need the whole 9Gb or whatever it's pulling currently.
[02:33:55] <dysoco> I mean I'm not using emulators or UI libraries or anything
[02:36:49] <dermetfan> only SDK Platform may be enough
[02:37:34] <dysoco> hm I'll see
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[04:03:23] <TEttinger> everyone with a game in any app store, ask this woman to review your game. http://www.amazon.com/review/R1NJ2T9IRJH056/ref=cm_cr_rdp_perm
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[04:03:40] <TEttinger> her review for a set of speakers was "youtube can be played on it"
[04:04:02] <TEttinger> 5 stars
[04:04:19] <TEttinger> though another one was 1 star for a windows program she bought for her mac
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[04:05:08] <sinistersnare> i love that the review is more of a review of youtube than the speakers
[04:05:18] <sinistersnare> god damn
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[04:05:29] <TEttinger> it's incredible
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[04:13:11] <cobolfoo> need someone to test a game prototype over network
[04:13:14] <cobolfoo> someone interested ?
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[04:15:05] <warmwaffles> 7 hours later and my RAID array is still rebuilding
[04:15:11] <warmwaffles> 21%
[04:15:22] <cobolfoo> hehe I had this issue once, now I use lsyncd :)
[04:16:13] <warmwaffles> doesn't help when the array is being expanded...still has to do its thang
[04:17:19] <warmwaffles> though lsyncd does look cool
[04:17:22] <warmwaffles> I haven't used it before
[04:17:28] <warmwaffles> good ole' rsync and SCP
[04:17:31] <cobolfoo> poor m an s olution :)
[04:17:39] <cobolfoo> but I could tell you I use it on several servers to mirror disks
[04:17:56] <cobolfoo> and it's very stable
[04:19:09] <warmwaffles> I'll bet it is, it's on top of rsync
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[04:21:10] <cobolfoo> I think asking for beta-testers at 11h20 PM is not the perfect time :)
[04:26:11] <warmwaffles> probably not
[04:27:32] <warmwaffles> currently having to break a shared bit of code out of three projects and put it in one place
[04:27:47] <cobolfoo> private github?
[04:27:58] <warmwaffles> private bitbucket
[04:27:59] <warmwaffles> cuz free
[04:28:24] <warmwaffles> will be open source once I get shit together and working
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[04:56:19] <StefanW> Hey guys, need some help here. I'm trying to use a FrameBuffer Object with depth and stencil, but I get a error on the constructor: "Exception in thread "LWJGL Application" java.lang.IllegalStateException: frame buffer couldn't be constructed: unsupported combination of formats" . Anyone knows what to do?
[04:57:28] <StefanW> I have already tried all formats, RGBA888, RGBA444, RGB888, etc. no success.
[05:01:16] <warmwaffles> no clue, mobidevelop may have some insight
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[05:20:01] <andymac> Hi, if I wanted to start my android app in a normal activity, would this simply be a change in the manifest to make the new activity the one seen in the launcher, then start the AndroidLauncher activity when I wanted to start the game?
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[08:27:06] <m3t4lukas> hey guys :)
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[08:29:17] <m3t4lukas> has anyone else the problem that every time you start eclipse it changes the library export of libraries like "google-play-services_lib" to export "Android Private Libraries" and "Android Dependencies"?
[08:29:46] <m3t4lukas> I googled it up, but nobody except me seems to have this problem
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[08:36:50] <ZettaBlade> People still use eclipse?
[08:38:49] <m3t4lukas> https://code.google.com/p/android/issues/detail?id=60128
[08:39:07] <m3t4lukas> what about people still use eclipse? :O
[08:39:15] <m3t4lukas> what alternative is there?
[08:40:52] <ZettaBlade> I use android studio
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[08:41:02] <ZettaBlade> Then again, I just code for android
[08:41:14] <ZettaBlade> I guess android studio isn't cross platform?
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[08:44:03] <m3t4lukas> ZettaBlade: well most important is, Android studio is only about android. There's no modeling tools, so for larger projects there's just no way to manage the mess without using extra tools. In eclipse I have them all in one. And they even are the best Project support you get out there at that price :P
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[08:45:11] <ZettaBlade> Makes sense
[08:45:31] <m3t4lukas> Android Studio has a loooooooooong way to go to be able to replace eclipse for me. Does it have git support?
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[08:45:37] <ZettaBlade> Intellij totally rules, but $99 isn't exactly cheap
[08:45:44] <ZettaBlade> Yea it does
[08:46:24] <m3t4lukas> Eclipse can do more than Java ;) That's important, too.
[08:48:21] <ZettaBlade> People still use languages other than java?
[08:48:23] <ZettaBlade> Jkjk
[08:48:49] <mk1> ugh, brainfuck and shakespeare
[08:49:05] <mk1> ugh = Ook
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[08:49:32] <m3t4lukas> ever tried to write something fast using Java? :P
[08:50:30] <ZettaBlade> I usually write everything fast, language doesn't really matter to !e so much anymore.
[08:51:06] <m3t4lukas> I don't meant coding fast, I meant make it run fast
[08:52:37] <m3t4lukas> there's either a way I did not found yet or Java is not able to run... It just walks
[08:53:24] <ZettaBlade> Eh, java ain't that bad.
[08:53:44] <ZettaBlade> Could be worse. Could be interpreted python.
[08:54:20] <ZettaBlade> How are the eclipse plugins for c?
[08:54:46] <ZettaBlade> I haven't ever really used them? Is there cmake support?
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[08:55:46] <megasoft78> goodmorning :)
[08:58:33] <andrew710> hello. I use Label to display a multiline text. When the text is too long, the text height overflow label's max height. How can i limit the text in label, text don't daw outside label?
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[09:01:07] <mk1> andrew710: you can't
[09:02:28] <mk1> andrew710: to be more specific, a label can't
[09:02:44] <mk1> you can however use a Container
[09:04:24] <mk1> and setClip
[09:04:26] <andrew710> mk1: i read Label source code, can't find the limitation about text height.You mean ,i should put label in a group?
[09:04:45] <mk1> yeah. container might be more lighweight, but yes
[09:05:05] <andrew710> mk1: thank you . i get it.
[09:05:40] <mk1> beware that this increases the number of draw calls
[09:06:29] <andrew710> mk1: ok ,thank you
[09:08:10] <ZettaBlade> Would a scrollpane help you? That way you could keep the text and not have to cut it off.
[09:09:04] <mk1> I'd really like to see an option in Label to clip text using "..." when it doesn't fit
[09:09:44] <ZettaBlade> Ah I see
[09:11:35] <mk1> uh, I think that exists
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[09:21:34] <m3t4lukas> ZettaBlade: I don't know whether there is cmake support, but there's autotools support
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[10:10:21] <mk1> how would I implement a ui widget that shows a graph?
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[10:11:46] <mk1> I'm not fond of using a shape renderer because of the ART/dalvik issue
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[12:05:28] <tom992> i have question about running libgdx on android , first as i install app on android device whole app lagging but when i close and run again its smooth , its happen to me in quite general sense so know anybody what may cause that
[12:06:48] <m3t4lukas> tom992: do you have a virus scanner installed?
[12:06:54] <megasoft78> tom992, how you did make lag libgdx?
[12:07:18] <megasoft78> it's not lagging even on my super cheap LG P350
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[12:07:39] <megasoft78> are you using some antivirus or the Samsung UI?
[12:07:50] <m3t4lukas> tom992: I have eset mobile scurity installed, that also causes lag when it scans te app after installing/reinstalling it, but it shows it to me in the system tray
[12:08:02] <megasoft78> or maybe you are loading too many textures in memory?
[12:08:28] <megasoft78> remove antivirus
[12:08:36] <megasoft78> Android doesn't need one
[12:08:58] <m3t4lukas> tom992: do you use loading screensor AssetManager.finishLoading()?
[12:09:00] <megasoft78> it's just useless in Android
[12:09:22] <m3t4lukas> megasoft78: it's not useless in android, not anymore
[12:09:37] <megasoft78> m3t4lukas, did you get a virus in Android?
[12:09:44] <megasoft78> it never happen to me
[12:10:02] <mobidevelop> There is a lot of malware on Android
[12:10:30] <megasoft78> ah ok
[12:10:47] <megasoft78> anyway maybe that antivirus is too heavy?
[12:10:56] <m3t4lukas> yep, I have eset mobile security and it saves me everytime I have a typo like "gfacebook.com" or something like that... a hundred redirects and a virus for free, lol :D
[12:12:12] <mobidevelop> Never heard of eset
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[12:13:19] <m3t4lukas> really? I have their systems for my Servers, too. Pretty neat mail filtering
[12:13:49] <m3t4lukas> well to integrate with sieve
[12:13:54] <mobidevelop> I don't use antivirus myself
[12:14:02] <m3t4lukas> *amavis
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[12:19:55] <tom992> its weird because in first run lags cause by in logs androidinput pointer id lookup failed
[12:20:03] <tom992> and bunch of numbers
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[12:21:19] <tom992> and yes using input processor to listen touch events but why just first time failing and second nothing
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[12:23:11] <tom992> not using antivirus
[12:23:23] <tom992> testig on offline device
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[12:25:09] <m3t4lukas> tom992: dou you use google maps in your app?
[12:25:18] <m3t4lukas> tom992: http://badlogicgames.com/forum/viewtopic.php?f=11&t=5352
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[12:27:44] <tom992> nope quite simple game grab a box
[12:28:02] <tom992> and change location of that boxc
[12:30:13] <mobidevelop> Taking random guesses at what could potentially cause lag is usually not very productive
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[12:41:30] <jerome[fr]> hi
[12:43:06] <tom992> im more curious what may causing that androidinput pointer id lookup failed because when this start show in logcat all start lagging http://imgur.com/YkQ1OMP
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[13:29:35] <mobidevelop> tom992: you are probably getting touch move events without touch down (or you got a rogue touch up)
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[15:24:18] <eq2k> hi :)
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[15:25:37] <Mury> hey guys,if i`m not wrong i`m drawing somewhere around 300 blocks using ModelInstance and i`m getting 10 fps.How can i render only the face of the cube that is facing the camera?
[15:25:53] <Mury> are*
[15:25:57] <eq2k> was wondering if anyone has some code to zoom to cursor / zoom away from cursor for libgdx, been trying to implement own but seems to have a couple of glitches
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[15:31:51] <Mury> can anyone help me out?
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[15:37:05] <eq2k> Mury, I'm no libgdx expert, but 300 blocks seems a little low to get such bad performance, are you doing some extra logic somewhere bogging it down?
[15:37:33] <eq2k> personally i can only think of ensuring you have back face culling enabled
[15:37:50] <dauntless26> I think everyone's asleep. Lol try in a few hours.
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[15:56:37] <faylite> Has anyone used Egit with libgdx?, I just broke my entire project :/
[15:57:57] <faylite> Or would it be better to use git from command line?
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[16:00:21] <Oebele> I just use command line
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[16:00:28] <Oebele> not that that is an answer to you question
[16:00:53] <log`> faylite: I was having similar issues recently
[16:01:11] <log`> the problem seemed to stem from the fact that my project was located within the Eclipse Workspace
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[16:01:26] <log`> which can cause problems with gradle dependencies i think
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[16:02:00] <log`> so try to copy your project out of the workspace or recreate it outside the workspace and re-import it
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[16:03:00] <faylite> It's not in the workspace I imported from an external folder.
[16:03:20] <log`> when you created the repo with egit, did it ask to move your project somewhere else?
[16:03:27] <faylite> Yes
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[16:03:35] <log`> yeah i think that's what breaks it
[16:03:42] <log`> unless you told it not to do that
[16:03:51] <log`> then I have no idea
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[16:19:28] <Mury> thanks for the help you dick heads
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[16:21:44] <log`> lol where did that come from
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[16:24:32] <faylite> I got it to work :D
[16:24:44] <log`> cool :)
[16:24:52] <log`> what did you do?
[16:25:58] <faylite> First I created a repository in the top folder project (if you get what I mean), then added the other projects.
[16:26:41] <log`> i see
[16:27:51] <davebaol> lol bye bye Mury
[16:27:55] <faylite> I kinda forgot, I was just pressing random things till it worked, destroyed 4 projects in the process.
[16:28:10] <log`> hehe alright, it's just nice to be able to replicate the process
[16:28:18] <log`> i wound up just using command line git instead of egit for now
[16:28:42] <log`> cause it doesnt try to do a bunch of things on it's own it just handles things in place
[16:29:10] <faylite> Yeah, probably much easier. I just started using egit now, it's like learning git all over again :/
[16:29:46] <log`> yeah
[16:30:11] <log`> ah well, learning is fun
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[16:40:16] <eq2k> note to self don't try and help someone called Mury :)
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[16:41:47] <Sarraz> Hey guys
[16:41:52] <Sarraz> and gals
[16:41:56] <jeffol> wzzzzupppp
[16:42:06] <jeffol> another libgdx day is a good day
[16:42:12] <faylite> Hi
[16:42:34] <Sarraz> I'm trying out libgdx for the first time and im having a few tiny problems
[16:42:37] <Tomski> eq2k, pretty much :P
[16:43:04] <Sarraz> I'm trying to render a simple hello world text banner
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[16:43:21] <Sarraz> but i dont quite know what to do to get a font
[16:43:42] <Sarraz> i call new BitmapFont(Gdx.files.internal("data/hiero.fnt"),
[16:43:42] <Sarraz> Gdx.files.internal("data/hiero.png"), false);
[16:44:16] <Sarraz> then get an error and I suspect i have to manually get the font, but i dont know how to do that
[16:44:39] <Sarraz> or where from
[16:44:41] <eq2k> was wondering if anyone has some code to zoom to cursor / zoom away from cursor for libgdx, been trying to implement own but seems to have a couple of glitches?
[16:45:04] <Tomski> Not sure what you mean by that eq2k ?
[16:45:18] <eq2k> like how google maps works
[16:45:37] <eq2k> also similar to Spine's zooming to mouse pointer
[16:45:49] <nexsoftware> I have code for that, but it isn't very presentable
[16:45:54] <Tomski> ah
[16:46:44] <Sarraz> eeek guess no one knows?
[16:46:56] <Tomski> Not without the error
[16:47:00] <Tomski> pastebin.com
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[16:48:13] <jeffol> Sarraz: you could try just doing new BitmapFont() and it will just generate or use a default one i believe
[16:48:13] <eq2k> its just steps to how to implement i need and maybe key part of algo
[16:48:31] <Sarraz> http://pastebin.com/scBKU4hv
[16:48:53] <cobolfoo> Hi, someone want to help me test a game prototype I made, I have to test how the netcode do. If you are interested PM :)
[16:48:53] <eq2k> at mo I'm doing.... mousePos.x = (((getWidth() / 2.0f) - localPosition.x) / (getWidth() / 2.0f) * halfMaxSize); mousePos.y = (((getHeight() / 2.0f) - localPosition.y) / (getHeight() / 2.0f) * halfMaxSize);
[16:48:56] <Tomski> eq2k, well the cursor position is the same in terms of relative positioning. So you'd need to adjust the camera position to match that
[16:49:11] <cobolfoo> My sentence miss a ? somewhere
[16:49:18] <Tomski> cobolfoo, sure
[16:49:42] <eq2k> http://pastebin.com/35jWTfs7
[16:49:55] <eq2k> thought paste bin better :)
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[17:06:38] <Tomski> eq2k, what is EditorActor?
[17:07:04] <Tomski> Did you make a software cursor?
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[17:14:46] <davebaol> to anyone interested in pathfinding I'm adding it to gdx-ai, see https://github.com/libgdx/gdx-ai/issues/7
[17:14:54] <davebaol> looking for feedback :)
[17:15:03] <jeffol> davebaol: <3
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[17:15:33] <cobolfoo> daveboal thank you, I was going to start developing my own next week :)
[17:15:39] <cobolfoo> I would prefer to use your implementation
[17:15:55] <jeffol> right now my own slapped together pathfinding has performance issues so i'm happy to use it
[17:16:04] <jeffol> yours*
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[17:16:21] <davebaol> cool, 2 testers already :)
[17:16:37] <cobolfoo> davebaol: I guess your implementation is grid-based?
[17:16:44] <davebaol> nope
[17:16:59] <cobolfoo> how it works?
[17:16:59] <davebaol> just the example/test
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[17:17:34] <davebaol> look at Graph, Connection, PathFinder interfaces
[17:18:14] <davebaol> the wiki is not ready yet, sorry
[17:19:02] <davebaol> but if you have more specific questions....
[17:19:52] <davebaol> BTW note that at the higher level there's no Node interface
[17:20:47] <davebaol> specific pathfinders are completly free to define the node interface they need
[17:21:04] <cobolfoo> If I remind correctly, there is no way to run tests direclty in console from gradle?
[17:21:11] <cobolfoo> I have to import in IDE right?
[17:21:28] <davebaol> not sure, I always use eclipse
[17:21:55] <cobolfoo> I could build the JAR and call the tests main class direclty
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[17:23:09] <davebaol> the test shows pathfinding and path smoothing
[17:23:20] <davebaol> on a tile graph
[17:25:14] <Tomski> You can do it with command line
[17:25:17] <Tomski> If they are setup correctly
[17:27:24] <cobolfoo> davebol which Test I have to select? I saw BehaviorTree, MessageTimer, STateMachine, Steering and Telegram
[17:28:42] <davebaol> PathFinderTest
[17:28:59] <davebaol> int the pathfinding branch
[17:29:04] <cobolfoo> ah dumb me
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[17:31:06] <davebaol> btw, cobolfoo, although the wiki is missing there's some useful javadoc
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[17:33:23] <cobolfoo> nice bw maze :)
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[17:34:13] <davebaol> well, if you remove the outer loop in generate it's even more good-looking
[17:34:13] <cobolfoo> what the peformance look like when the maze is changing?
[17:34:28] <davebaol> enable metrics cobolfoo
[17:34:52] <cobolfoo> ah nice
[17:35:36] <cobolfoo> for 3056 nodes I get 0.4 ms
[17:36:02] <cobolfoo> on a core i7 2600k
[17:37:18] <davebaol> the test has 125x75=9375 nodes
[17:37:18] <cobolfoo> I guess I could recalculate the path in a second thread if something change
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[17:37:36] <cobolfoo> Could the information be re-used when I have to calculate the path for like 100 different agents?
[17:38:09] <davebaol> a whole path is reusable of course
[17:38:20] <davebaol> if you mean part of a path then no
[17:38:29] <davebaol> LPA* is needed for that
[17:38:48] <cobolfoo> Yeah this is good enough for me, I have fixed spawn points, I only need to calculate paths for each spawns
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[17:39:57] <cobolfoo> You know a smart way to generate 2-3 different valid paths, I would like my agents trying to flank position
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[17:40:44] <cobolfoo> I was thinkg about blocking the nodes used by the previous path but I wonder if it would be enough
[17:41:43] <davebaol> do you mean parallel paths?
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[17:42:23] <davebaol> if so, then you need 1 path and 1 steering behavior :)
[17:42:24] <cobolfoo> different paths, like going south instead of north and doing a U-turn somewhere :)
[17:43:17] <davebaol> you can play with the cost of connections
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[17:43:56] <davebaol> to make some part of the graph preferrable
[17:44:13] <davebaol> parts*
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[17:48:37] <davebaol> cobolfoo, got to go now
[17:48:41] <davebaol> I'll be back in half an hour
[17:48:48] <Webchef> hello o/
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[17:51:57] <Webchef> I use a pixmap to load a texture with only 1 backgroundcolor and several colored pixels. I have a second texture, which is the same width/height. I get the pixel positions from texture A and wants to add an overlay on texture B. Works all good except that there is an offset in Y-axis .. someone knows why?
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[17:55:48] <Webchef> here is an image for explanation http://pbrd.co/1q90nmE
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[18:04:12] <n3o59hf_atlas> Webchef, maybe you could show how do you do it?
[18:05:42] <Webchef> yes .. one moment .. I am preparing pastebin
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[18:07:50] <Webchef> here is the code http://pastebin.com/9PNdr5qM
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[18:12:48] <Webchef> maybe it has something todo with the orthographic camera.. I set ydown to false ..
[18:14:15] <davebaol> <cobolfoo> I was thinkg about blocking the nodes used by the previous path but I wonder if it would be enough
[18:14:15] <davebaol> yeah but that way you're potentially excluding many more paths than just previous ones
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[18:16:12] <Webchef> n3o59hf_atlas any ideas?
[18:16:40] <n3o59hf_atlas> Webchef, trying to understand the code
[18:16:48] <Webchef> ok
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[18:18:19] <davebaol> cobolfoo, insead of blocking, which means infinite cost, you can try to increase a bit the cost of connections already used by other paths
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[18:26:58] <n3o59hf_atlas> Webchef, how does your coordinate system work for turrets? 0;0 is middle point?
[18:32:26] <Webchef> yes
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[18:32:40] <Webchef> center is getWidth()/2, getHeight()/2
[18:34:07] <n3o59hf_atlas> Webchef, and in your iteration cycle you turret.fixedPosition.set(x, -y); where x and y = 0..dimension, not -dimension/2..dimension/2
[18:35:42] <Webchef> fixedposition is the pixel position on the ship. where the turret should be rendered
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[18:38:53] <n3o59hf_atlas> Webchef, but it's shifted because of 0;0 being center of ship, not left bottom pixel when you do setPositionRelativeTo (or I don't understand code correctly)
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[19:00:55] <cobolfoo> davebaol: sorry for the delay, this is what I will do
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[19:04:24] <Webchef> hm I will look at it again..
[19:04:38] <Webchef> thx for your help
[19:05:16] <n3o59hf_atlas> Webchef, np
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[19:17:00] <davebaol> cobolfoo: no problem
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[19:27:35] <theaftermath> Is this article up to date? https://github.com/libgdx/libgdx/wiki/Sound-effects
[19:28:01] <Tomski> Looks it
[19:28:12] <cobolfoo> aug 13 :)
[19:29:50] <theaftermath> ok well I can't seem to get eclipse to import the required files
[19:30:19] <theaftermath> it says it can't find Gdx.audio
[19:31:23] <Tomski> You have the import com.badlogic.gdx.Gdx?
[19:31:26] <theaftermath> Specifically "Gdx.audio" cannot be resolved to a type
[19:31:32] <theaftermath> Yes I do have that imported
[19:31:50] <Tomski> Pastebin the line this happens on?
[19:32:22] <theaftermath> coming right up
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[19:33:09] <theaftermath> http://pastebin.com/bSeVUn5e
[19:33:18] <Tomski> Ditch the "new"
[19:34:01] <theaftermath> *facepalm* thanks!
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[19:35:47] <kalle_h> Hello
[19:35:54] <kalle_h> Temporal AA rocks
[19:36:24] <GhostNr1> Hi all
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[19:36:47] <kalle_h> After reading all those fancy papers I ditched their proposed methods and implemented my own and its artifact free, simple and fast
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[19:37:35] <kalle_h> Basically I do antialiasing after all opaque geometry is shaded but after transparent/volumetric/post proc
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[19:38:00] <kalle_h> in hdr space
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[19:49:45] <XTremEive> Hi there!
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[19:53:45] <XTremEive> I have a small existential issue here: I want to switch my current project to a message based architecture... I can see the benefits, but I'm not if I should do it. Especially with libGDX.... I mean it's like I'm reinventing the wheel (Unity). Any input?
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[19:54:38] <kalle_h> XTremEive: just finish your game and use message style on your next project
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[19:55:57] <XTremEive> Ok, forget the "current project" part of it. I don't if I should do it regardless of the project.
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[19:57:53] <kalle_h> my opinion is that message based is hard to debug and may cause redudant latency to gameplay
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[19:58:10] <kalle_h> but I need to be afk for while
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[20:05:52] <abs25> where can I learn more about shaders?
[20:11:16] <maximtwo> abs25, https://github.com/mattdesl/lwjgl-basics/wiki
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[20:37:59] <theaftermath> What would be the best way to save my game settings when it is closed? I tried putting the code in Screens dispose function but its not working
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[20:41:05] <jeffol> theaftermath: FileHandle file = Gdx.files.local(fileName);
[20:41:17] <jeffol> theaftermath: file.writeString(stringData, false);
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[20:41:44] <theaftermath> jeffol I already have that code set up and it works, but I'm trying to call it when android decides to close the app
[20:42:00] <jeffol> lemme see where i put mine
[20:42:31] <jeffol> @Override pause in my main ApplicationAdapter
[20:42:40] <jeffol> @Override public void pause()
[20:43:05] <theaftermath> Got it, that should help, thank you!
[20:43:09] <jeffol> yw
[20:43:26] <ZettaBlade> That reminds me, does dispose have to be called manually each time the game switches to a new screen?
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[20:44:09] <theaftermath> ZettaBlade I have a Game class that creates a Screen class. I just figured out that I have to call the Screen's dispose function manually from the Game class's dispose function
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[20:47:10] <ZettaBlade> Oh, interesting. I'm gonna go read the source. My game passes anonymous screen objects to the game object in the call to setScreen. I assumed they were handled by libgdx.
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[20:50:15] <ZettaBlade> Oh yea, it definitely needs to be called manually.
[20:50:20] <ZettaBlade> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/Game.java
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[20:52:40] <kalle_h> https://www.dropbox.com/s/jr9yook7mis4bxw/Table-Screenshot-09.png?dl=0
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[20:52:48] <ZettaBlade> I don't get why Game.dispose calls Screen.hide
[20:53:02] <ZettaBlade> Shouldn't it call Screen.dispose?
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[21:00:25] <maximtwo> ZettaBlade, you don't have to extend Game at all
[21:00:44] <maximtwo> you can just extend ApplicationAdapter or implement Application Listener and delegate to Screen as you see fit
[21:00:53] <maximtwo> you don't have to use Screen either
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[21:05:06] <ParkourGrip> if someone is bored as duck i'm streaming some bad programing xD http://www.hitbox.tv/ParkourGrip
[21:05:46] <arkenox> bored as duck
[21:05:47] <maximtwo> boo eclipse
[21:05:48] <maximtwo> im done
[21:06:10] <ZettaBlade> I don't think ducks get bored haha
[21:06:40] <arkenox> Anyone else having weird buffering issues with his stream?
[21:06:58] <ZettaBlade> Their stream hates my flash plugin
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[21:07:27] <dajos7> ducks fu** all day long
[21:07:27] <ZettaBlade> How bad is their programming? Is it comically bad?
[21:08:05] <ParkourGrip> just look at mine xD
[21:08:09] <arkenox> The buffering issues are so horrible that it's like watching a powerpoint presentation with several slides missing.
[21:08:19] <dajos7> ^^
[21:08:35] <dajos7> beautiful comparison
[21:09:42] <kalle_h> http://i.imgur.com/NptRfht.png which name is the best?
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[21:10:39] <arkenox> The Unburied sounds cool. But the Forgotten Folk seems like it fits the artstyle more.
[21:11:02] <kalle_h> most of the ppl have said same
[21:11:35] <kalle_h> maybe some race after those can get the unburied name
[21:11:50] <dajos7> kalle_h: what are these guys?
[21:11:55] <dajos7> zombies?
[21:12:05] <kalle_h> http://steamcommunity.com/app/321980
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[21:12:58] <ParkourGrip> no ducks left in my stream
[21:13:11] <I_R_B_> I've been having a couple of problems with the scene2d ui List class. Anybody know much about it?
[21:13:21] <kalle_h> dajos7: something close to zombie but not quite right
[21:13:46] <dajos7> C) sounds wrong ...
[21:14:15] <dajos7> i would go with unburied as well
[21:14:24] <ParkourGrip> freetype font in gradle version is soo much faster
[21:14:31] <Lecherito> http://cloud-4.steampowered.com/ugc/548638296705987584/2B801D263A882601C9158789E8F72056CD276898/ <-- a horse oneee
[21:15:00] <cobolfoo> I like the forgotten folk, I feel bad for them :)
[21:16:01] <InspiredNotion> Evening all
[21:16:58] <dajos7> evening
[21:17:34] <kalle_h> Lecherito: that might or might not be some easter egg later on
[21:18:59] <kalle_h> Forgotten folks could be some ppl that some witch freezed and then forget to unfroze them for a long time
[21:20:45] <I_R_B_> So in the constructor of scene2d.ui.List, the width and height is set from getPrefWidth and getPrefHeight which, initially, before the list is populated, are just 0. A call to invalidate is made when the setItems method is called, which sets Widget.needsLayout to true. This is fine so far. When the draw method is called, it first makes a call to validate(), which is correct. The validate method sees that needsLayout is true and calls
[21:20:52] <I_R_B_> turn sets prefWidth and prefHeight based on the contents of the list. However, it doesn't update width and height. The result of this is that the default hit method doesn't work, and the List doesn't receive any input events. The Label class solves this by keeping track of a sizeInvalid field, then calls a method called computeSize in its layout() method. I suspect List needs something similar
[21:21:32] <I_R_B_> Or am I just missing something obvious?
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[21:24:13] <InspiredNotion> hey peeps.. alittle off topic, installed ubuntu, first linux installation.. i have been using soure tree with bitbucket to manage my projects.. but source tree doesnt seem to support linux. Can anyone suggest another to use?
[21:25:05] <I_R_B_> InspiredNotion, which version control system are you using? Mercurial or git?
[21:26:33] <cobolfoo> InspiredNotion: time to install VirtualBox :)
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[21:28:47] <InspiredNotion> virtual box ok will do
[21:29:12] <InspiredNotion> youot a link
[21:29:18] <InspiredNotion> you got..
[21:29:28] <I_R_B_> Why would he need VirtualBox?
[21:30:38] <I_R_B_> It's a git client he's looking for
[21:32:10] <InspiredNotion> no dont think i need Virtual box at the mo.. but it ight be an option of my desktop
[21:32:15] <InspiredNotion> might*
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[21:33:09] <ParkourGrip> okok my shit is definetly borring so i stopped here is something more interesting that is not from me http://www.hitbox.tv/EvilDogProductions
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[21:35:56] <I_R_B_> Okay, let's try the second List problem. It provides only setItems method, which is fine for initializing the list with a fixed set of values. However, if you want to dynamically add and remove values, there are no methods. There is, however, a getItems() method which returns a mutable Array with which you can.
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[21:36:25] <I_R_B_> The problem: modifying this mutatable Array returned by getItems results in the list being modified without List.invalidate() being called
[21:36:41] <I_R_B_> Again: something I'm missing?
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[21:40:12] <mobidevelop> Call invalidate?
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[21:50:54] <I_R_B_> mobidevelop: sure, but it seems like something the List class should take care of internally, especially when the setItems method already does this itself. It seems inconsistent for list.setItems("foo") to work, but list.getItems().add("foo") to require an extra invalidate call by the user
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[21:53:32] <mobidevelop> Well, that's because you change stuff from outside.
[21:53:42] <mobidevelop> How is it supposed to know you did that?
[21:54:09] <kalle_h> magic
[21:54:22] <I_R_B_> If I shouldn't be changing stuff from outside, then it should return an immutable data structure. If it's returning a mutable data structure, it should ideally hook changes to that data structure that may require layout.
[21:54:47] <I_R_B_> Unfortunately the Array class doesn't currently implement any change events, but this could easily be added
[21:55:41] <kalle_h> That would effect performance of Array class
[21:55:51] <I_R_B_> If this is by design then fine, I can live with it, but it seemed like an oversight to me
[21:56:49] <kalle_h> There are many places where encapsulation is relaxed to allow users to use stuff more flexible and code to be simpler
[21:57:44] <mobidevelop> Android has a notifyDataSetChanged method to tell an adapter you changed something behind its back
[21:57:51] <I_R_B_> kalle_h: I can't see a simple change event system affecting performance to any noticeable degree, and besides which, premature optimization is never a good reason not to implement a consistent API
[21:57:51] <mobidevelop> Same idea
[21:58:38] <I_R_B_> mobidevelop: and any ideas about my first question? That one *does* seem like a bug
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[21:58:46] <kalle_h> I_R_B_: Array is meant to be be dead simple and more performant version of ArrayList
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[21:59:04] <mobidevelop> I have no idea what your other question was
[21:59:21] <kalle_h> not adding boiler plate to it is not premature optimization is just keeping it simple
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[21:59:44] <I_R_B_> In the constructor of scene2d.ui.List, the width and height is set from getPrefWidth and getPrefHeight which, initially, before the list is populated, are just 0. A call to invalidate is made when the setItems method is called, which sets Widget.needsLayout to true. This is fine so far. When the draw method is called, it first makes a call to validate(), which is correct. The validate method sees that needsLayout is true and calls the
[21:59:55] <I_R_B_> This in turn sets prefWidth and prefHeight based on the contents of the list. However, it doesn't update width and height. The result of this is that the default hit method doesn't work, and the List doesn't receive any input events.
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[22:00:52] <mobidevelop> That's a lot to read on a phone screen
[22:01:21] <I_R_B_> okay, the short version is: List.width and List.height are never anything other than 0, which causes hit to fail, which causes the List to never receive any input events
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[22:02:11] <mobidevelop> So set the width and height?
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[22:03:02] <mobidevelop> You, or a parent Group is responsible for sizing widgets
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[22:05:56] <I_R_B_> I see, so the default behavior is that a widget will have a width and height of 0 and thus receive no InputEvents unless something externally calls setSize or setWidth/setHeight on it?
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[22:07:29] <EndiFreeKolesio> Hi
[22:09:10] <jeffol> greetings
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[23:10:50] <a10killer> hey all, Im hoping some one can help me understand a SelectBox. Currently Im gettong an error for FLeets = new SelectBox(new String[] {"Fleet 1", "Fleet 2", "Fleet 3"}, skin);. The error states that I shoul only use ListButton = new SelectBox(skin); Any suggestions?
[23:10:52] <a10killer> thanks
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   October 31, 2014  
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