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[01:17:29] <rifter> Hi @Xoppa, are you aware of the circular static initialization dependency between Vector3 and Matrix4?
[01:18:12] <Xoppa> sure
[01:18:48] <rifter> cool :)
[01:19:55] <Xoppa> any particular reason you ask that?
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[01:22:54] <rifter> Nah, I was bored and have ran FindBugs to see if there was something that could be an issue. This was one that was worth checking. This dependencies, if not properly checked, can lead to really weird bugs.
[01:24:32] <Xoppa> ok, cool
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[01:30:21] <solarlune> Hey, is java.lang.OutOfMemoryError not compatible with GWT?
[01:30:41] <solarlune> Or is there a way to check to see if it is, or something I might be missing?
[01:33:10] <Tomski> not compatible
[01:33:57] <solarlune> Tomski - Ah, OK, thanks. Is there somewhere that indicates which classes are GWT-incompatible, perchance?
[01:34:18] <Tomski> the gwt website
[01:34:38] <solarlune> Ah whaaaat? Welp, that's helpful. Thanks!
[01:34:41] <Tomski> heh :P
[01:37:21] <solarlune> That's going into the favorites folder for sure.
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[02:01:39] <TEttinger> Tomski: uh
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[02:02:57] <TEttinger> that one links to a too-new version of the emulated JRE
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[02:03:21] <TEttinger> I think it uses GWT 2.7, which adds a bunch of methods and is way slower so gdx doesn't use it
[02:03:37] <TEttinger> that messy url is the gwt 2.6 emulated methods
[02:03:42] <mobidevelop> Boo gwt
[02:03:42] <TEttinger> ^ solarlune
[02:06:21] <diphtherial> i am sorely confused. i'm rendering layers of a tiled map selectively (via orthogonaltiledmaprender), but i can only get my sprites to show above the map if i do all the tiled map rendering before the sprites
[02:06:46] <diphtherial> (i have a foreground layer that's supposed to be above the sprites and a bg layer behind them)
[02:07:29] <mobidevelop> Show the codes
[02:07:33] <diphtherial> i've stepped through it in a debugger to ensure that it's background -> entities -> foreground, i've swapped the background and foreground
[02:07:38] <diphtherial> sure, but it's involved...
[02:07:52] <diphtherial> you want all of it?
[02:08:14] <mobidevelop> Preferably the relevant parts, but all works too
[02:10:38] <diphtherial> that should be the relevant bits -- i temporarily took the systems out of the world declaration just to see if there was something weird that the ECS was pulling, but no dice
[02:10:56] <diphtherial> oh, wow, the tabulation got all messed up...great, thanks intellij
[02:11:14] <diphtherial> who's trolling?
[02:11:18] <TEttinger> no one currently
[02:11:21] <diphtherial> ah
[02:11:27] <TEttinger> we've had annoying unity trolls before
[02:11:52] <solarlune> Hey, thanks everyone for the link to the GWT readup.
[02:11:57] <solarlune> That should prove useful as well.
[02:12:06] <TEttinger> also, possibly mobidevelop could be trolling, he can be very subtle about it
[02:12:08] <mobidevelop> What does process() do?
[02:12:34] <diphtherial> basically if both bg_layer.process() and fg_layer.process() are before world.process() the entity renders on top of it, but if either of them are after world.process() the entity renders below them both, which is super confusing to me
[02:12:54] <TEttinger> diphtherial: there is an option for the intellij formatting, if spaces and tabs are mixed, I think it's ctrl-shift-L
[02:13:00] <diphtherial> mobidevelop: it calls processSystem() in LayerRenderSystem indirectly
[02:13:04] <diphtherial> TEttinger: ah, thanks
[02:13:11] <TEttinger> yep, that's it
[02:13:28] <TEttinger> it formats everything based on your configured formatting rules
[02:13:35] <TEttinger> which could be the defaults
[02:13:43] <mobidevelop> What does processSystem do?
[02:14:36] <diphtherial> mobidevelop: it's defined in LayerRenderSystem and for BGLayerRenderSystem and FGLayerRenderSystem it calls the tiledmaprender.render(int[] layers) method on their 'layers' property
[02:14:37] <TEttinger> it's 3 lines in the paste
[02:14:48] <TEttinger> sets view, renders layers, renders
[02:14:59] <TEttinger> 144-146
[02:15:02] <diphtherial> which for BGLayerRenderSystem renders layers {0,1,2} and FG renders layer {4} ({3} is the entity layer)
[02:15:53] <diphtherial> (i've verified that those are the layer assignments they're getting and that that's what's being passed to render(int[] layers) via the debugger)
[02:16:10] <diphtherial> ok, i've watched that corgie twelve times accidentally, heh
[02:16:30] <diphtherial> there must be something i'm missing, but i've been trying literally for days, several hours a day, to get this to work
[02:16:35] <diphtherial> i've run out of combinations of things to try
[02:16:36] <TEttinger> it seems odd that the fg is rendered before the bg, if that's what the layer's process() does
[02:17:08] <diphtherial> TEttinger: i was seeing if flipping them would help at the time of paste; ordinarily the bg is first, before world.process() (which renders the entities)
[02:17:39] <diphtherial> (well, ordinarily they all run in order as systems registered on the world object, and i've verified that they're running in the order i expect, again via the debugger)
[02:17:51] <diphtherial> might it be the map itself? i don't think i did anything strange with it, but i'm using a new tileset
[02:18:37] <TEttinger> there's a few odd things here
[02:18:58] <diphtherial> i can do another paste with corrected formatting if you prefer, by the way
[02:19:37] <TEttinger> what's up with curLevel.getLayers(true) and curLevel.getLayers(false) ?
[02:19:39] <TEttinger> nah, it's fine
[02:19:52] <TEttinger> I can read this well enough
[02:19:54] <diphtherial> ah, i'll paste the code for level as well, one moment
[02:20:22] <TEttinger> I suspect that there's something weird with the bg and fg code being so similar (well, identical)
[02:20:32] <TEttinger> just the layers given are different
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[02:20:54] <diphtherial> right, it's because artemis-odb throws a hissy fit if you register two systems that happen to be the same class, even if they're parameterized differently
[02:21:29] <TEttinger> ah
[02:21:52] <diphtherial> i assume because they have a feature for looking up a system by its type, so it has to be unique
[02:22:01] <TEttinger> and your range() method is inclusive on both upper and lower bound right? so range(1, 3) gives {1,2,3} ?
[02:23:02] <diphtherial> albeit i've verified in the debugger that both layer renderers are getting and rendering the correct layer assignments
[02:23:47] <TEttinger> uh, so exclusive
[02:23:48] <diphtherial> i put a breakpoint in LayerRenderSystem's processSystem() call on the call to renderer.render(layers) and it's what i expect, being called in the sequence i expect
[02:23:55] <TEttinger> exclusive upper, rather
[02:24:57] <diphtherial> the map does indeed have four layers, the third of which is the entity layer
[02:25:01] <TEttinger> so you never put the layer that matches entityLayerID in bglayers or fglayers, that's intended right?
[02:25:03] <diphtherial> er, five layers
[02:25:17] <diphtherial> correct; that's the entity layer, which is rendered in EntityRenderSystem (indirectly by world.process())
[02:25:47] <diphtherial> i guess you could tell me to just subclass tiledmaprenderer and give up on this ECS nonsense to get rid of me, that'd work
[02:26:05] <diphtherial> sorry, been having agitated depression; i'll stop
[02:27:14] <diphtherial> oh wow, wait, i see it
[02:27:35] <diphtherial> there's a call to renderer.render() immediately after renderer.render(layers)
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[02:27:41] <diphtherial> i'm so sorry :( :( arghhh
[02:27:56] <diphtherial> i'm sweating with shame
[02:28:14] <TEttinger> oh phew
[02:28:17] <TEttinger> you got it?
[02:28:41] <diphtherial> yep, it's working as expected now!
[02:28:49] <diphtherial> thank you for the extra pair of eyes
[02:29:05] <diphtherial> (it's on line 146 in the original paste)
[02:29:18] <TEttinger> ah!
[02:29:32] <TEttinger> I was wondering about that, I pointed it out to mobi at one point
[02:29:36] <diphtherial> i can't believe i didn't see that; i literally went over this code meticulously for hours, even placing breakpoints, etc. one line above it over and over again
[02:29:50] <diphtherial> ah, yeah
[02:29:53] <TEttinger> we have all been there
[02:30:01] <diphtherial> well, thank you again
[02:30:06] <diphtherial> thanks too, mobi
[02:30:38] <diphtherial> i feel a great weight has been lifted. this has been bothering me more than i appreciated
[02:30:46] <TEttinger> the absolute worst debugging I had to do was for a regex engine thing. I didn't realize it until way far into the project, but .toString on one common type was stack overflowing
[02:31:00] <TEttinger> this didn't affect the current run, since I never called .toString ...
[02:31:08] <TEttinger> but intellij did for getting debug info
[02:31:24] <TEttinger> so intellij would freeze for about 30 seconds at every breakpoint
[02:31:48] <diphtherial> jeez, that's a legitimately hard one to catch, since toString() gets called implicitly a lot
[02:31:49] <TEttinger> as it overflowed a stack on some other thread, killed that thread, and gave me back control
[02:31:56] <TEttinger> yep.
[02:32:05] <TEttinger> it was a maybe 2-line fix
[02:33:25] <TEttinger> err, haha -1 line fix
[02:33:37] <TEttinger> removed 2 lines, added one, no more overflow
[02:34:16] <diphtherial> haha, i guess the most satisfying fixes are the quick ones that had plagued you forever
[02:34:33] <diphtherial> versus slogging through major refactorings, for instance
[02:34:39] <diphtherial> nice!
[02:36:26] <TEttinger> that was a crazy codebase
[02:36:41] <TEttinger> I found it abandoned on sourceforge, last commit in 2001
[02:36:46] <TEttinger> err
[02:36:58] <TEttinger> someone else found it and converted it to a maven project, did nothing else
[02:37:11] <TEttinger> so much stuff to update
[02:37:20] <TEttinger> he didn't have access to generics in 2001
[02:38:55] <diphtherial> i'm curious to see your changelog since then
[02:39:20] * diphtherial reads the commit history
[02:44:08] <diphtherial> i'm quite surprised that GWT doesn't include a regex library
[02:44:24] <diphtherial> er, or at least doesn't include java.util.regex or an equivalent
[02:46:23] <mobidevelop> gwt has a regex implementation
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[02:54:23] <mobidevelop> It doesn't provide a common implementation across web and java, and requires to use gwt specific classes, which is not awesome
[02:56:30] <diphtherial> ah
[02:56:57] <diphtherial> is there a boundingbox i'm missing that uses vector2, or is the one that uses vector3 it?
[02:58:00] <diphtherial> aha, Rectangle
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[04:02:32] <TEttinger> there's also a small layer that libgdx provides to allow Matcher and things to be used
[04:02:52] <TEttinger> my code at that point couldn't rely on libgdx being present
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[04:07:59] <diphtherial> ReflectionPool is by far the prettiest class name in libgdx imho
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[04:08:08] <TEttinger> heh yes
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[04:08:58] <TEttinger> much nicer than AbstractXmlHttpRequestHandlerFactoryBean
[04:09:44] <diphtherial> haha, definitely
[04:11:05] <diphtherial> i wonder if it's weighted by search frequency
[04:11:13] <diphtherial> perhaps it's a really problematic factory bean, whatever that is
[04:11:21] <TEttinger> oh my god
[04:11:41] <diphtherial> apparently an interface for defining objects created from a "bean factory" which are themselves factories...?
[04:11:44] <TEttinger> I can't believe that's real code
[04:11:54] <diphtherial> haha
[04:12:03] <diphtherial> oh dear
[04:12:22] <diphtherial> i guess this is the 'schizophrenic mumbling' style of programming i've heard so much about
[04:12:39] <diphtherial> in my dreams
[04:12:45] <TEttinger> oh man, SmartInstantiationAwareBeanPostProcessor
[04:12:52] <TEttinger> "Smart"
[04:12:58] <diphtherial> i'm convinced
[04:13:08] <TEttinger> I have SOME long names. IntDoubleOrderedMap
[04:13:10] <diphtherial> it's also instantion-aware, by the way
[04:13:43] <diphtherial> that's a parseable name, though
[04:13:44] <TEttinger> but those are the 4 things it does. int keys, double values, insertion ordered, map
[04:13:49] <diphtherial> exactly
[04:14:04] <TEttinger> Smart you wouldn't know to look for at all
[04:14:19] <diphtherial> maybe if you were tired of the dumb one
[04:14:29] <TEttinger> heh
[04:14:42] <TEttinger> I put too much time into making catchy names
[04:15:31] <diphtherial> same
[04:15:55] <TEttinger> natural language generation libraries Finnegan and Gabber (Finnegan being a reference to the mixing of languages in the novel Finnegan's Wake, Gabber being a genre of fast gibberish music and the dutch word for jabber)
[04:16:16] <TEttinger> Hashing function groups like Lightning, Storm, and Falcon
[04:16:24] <TEttinger> because FNV-1a is far from cool enough
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[04:17:47] <TEttinger> howdy, Dig
[04:17:52] <Dig> Hi.
[04:17:58] <diphtherial> i like names that have a sense of context and a bit of metaphor to them
[04:18:16] <diphtherial> those are cool
[04:18:20] <Dig> I like short names that are easy type :p
[04:18:43] <TEttinger> we were talking about some awful names of classes in popular java libs
[04:18:45] <diphtherial> autosuggest does a good enough job for me
[04:19:03] <TEttinger> worst being HasThisTypePatternTriedToSneakInSomeGenericOrParameterizedTypePatternMatchingStuffAnywhereVisitor
[04:22:00] <Dig> I've got an issue - dunno if anyone can help. I've upgraded libgdx from 1.7.1 to 1.9.4 and now reading a JSON string from Preferences throws an error - only when reading the string in libgdx 1.9.4 that was written by libgdx 1.7.1. com.badlogic.gdx.utils.SerializationException: Unable to convert value to required type: class: java.util.HashMap (java.util.List)
[04:22:01] <Dig> Serialization trace:.... Seems to be compatible within versions but any suggestions on updating the app without blitzing existing users saved data?
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[04:26:42] <Me4502> Hi, is there any way for me to move scene2d widgets up when the keyboard pops up on mobile?
[04:33:50] <TEttinger> Dig: I have a little experience here. is the problem in one of your classes that was serialized?
[04:35:01] <TEttinger> this sounds like it may be related to the thing that changed extremely slightly in 1.9.4 regarding map serialization and classes
[04:35:12] <Dig> TEttinger, Yes it looks like it is.
[04:35:33] <Dig> I'm serializing a list of objects to a JSON string and saving them and then reading them back.
[04:35:37] <TEttinger> can you try with 1.9.3 easily enough, dig
[04:35:38] <TEttinger> ?
[04:36:32] <Dig> I actually tried 1.9.3 before 1.9.4 and I think I had a similar problem. It is easy enough to check I'll just try again now.
[04:36:44] <TEttinger> it would be good to see the json if it's ok to show
[04:36:51] <TEttinger> on gist or something
[04:37:32] <TEttinger> it sounds like one of your classes may have changed one of its serialized types
[04:37:39] <TEttinger> err, types
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[04:38:18] <Dig> Ok, I'll grab some details and put them on gist...
[04:39:49] <TEttinger> thanks, I will pull up the commit and see what changed
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[04:46:31] <Dig> That looks pretty similar!
[04:47:24] <TEttinger> so verses is actually a HashMap, and Joshua is a list or array of Verse objects
[04:47:33] <Dig> That's the one
[04:47:37] <TEttinger> was that json saved by gdx 1.7.1 or 1.9.4?
[04:47:47] <Dig> That was saved by 1.7.1
[04:47:58] <TEttinger> not what I thought actually...
[04:48:02] <TEttinger> that's odd
[04:48:44] <TEttinger> I think there was a change to take out the unnecessary type info where the map is a HashMap, since that's the default anyway
[04:48:53] <TEttinger> but after 1.7.2
[04:49:00] <TEttinger> err
[04:49:02] <TEttinger> before
[04:49:25] <TEttinger> before 1.7.3, since 1.7.2 and 1.9.4 should both skip the HashMap class info
[04:49:59] <TEttinger> oh, newColumn
[04:50:04] <TEttinger> that may be an issue too
[04:50:14] <TEttinger> it isn't present in the json
[04:50:37] <TEttinger> you can write a custom deserializer pretty simply for this kind of type
[04:51:05] <TEttinger> it would assign a value to newColumn even though the older json doesn't have it
[04:51:11] <TEttinger> (some default value)
[04:51:44] <TEttinger> there's a zero-argument constructor for Verse, right?
[04:52:41] <Dig> There isn't any constructor specified, so it'll just have the default zero-argument one.
[04:53:13] <TEttinger> I think it will probably be OK with no newColumn info in the json
[04:53:19] <TEttinger> not totally sure
[04:53:49] <TEttinger> can you add a current version's serialized json for that verse?
[04:53:58] <TEttinger> I'm not sure if it would be any trouble
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[04:54:36] <Dig> Oh hang on (its a while since I worked on this) There is a FavouriteVerse class and this JSON is one of those, I'll add that code to the gist in case that makes anything clearer.
[04:54:46] <TEttinger> it would, yes! thanks
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[04:55:12] <TEttinger> The Ark of the Covenant: yet another weapon of mass destruction in the middle east that just can't be found
[04:55:20] <Dig> Ha ha
[04:55:44] <Dig> I'm a bit worried about being smited as a heathen while working on this project :p
[04:56:28] <TEttinger> long shot, but is private Map<String, List<Verse>> verses;
[04:56:39] <TEttinger> could that be changed to HashMap instead of Map ?
[04:57:10] <TEttinger> it is one of those things that archaeologists would probably kill to acquire
[04:57:52] <Dig> I can be, I'll try it out now.
[04:58:11] <TEttinger> I don't know if that will change the info in a way that fixes or breaks it
[04:58:25] <TEttinger> or if it can actually be loaded now and produce the same info? not sure
[04:58:47] <TEttinger> that seems like the issue though
[05:00:54] <TEttinger> wooooooah
[05:01:11] <Dig> I think that has fixed it!
[05:01:20] <TEttinger> really? woah!
[05:01:25] <Dig> Yeah I think so..
[05:01:41] <Dig> I'm going to clear everything up and try it from the start but it looks good!
[05:01:57] <TEttinger> I think the issue is that it was storing the string "class" and the string "java.util.HashMap" as keys and values
[05:02:20] <TEttinger> when "java.util.HashMap" was read, it tried to read it as a List of Verse objects
[05:02:27] <TEttinger> which doesn't work
[05:04:57] <Dig> Strange it used to work with just 1.7.1. But yeah, changing it to HashMap instead of Map and updating to 1.9.4 and everything is loading well. Put it back to Map and it crashes again.
[05:05:57] <Dig> Thanks so much!
[05:11:00] <TEttinger> glad to help!
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[10:05:23] <[AD]Turbo> hi there
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[10:14:21] <monsieur_h> Hi [AD]Turbo
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[11:56:52] <JoeyDePoey> Hi guys, has anyone gone trough the process of setting up a google play merchant account? I need to answer the question "What do you sell", should i pick "Electronic goods" if i sell in app purchases?
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[15:46:23] <Voidburn> Hey guys, anyone here using kryonet has experienced "Incorrect number of bytes (N remaining) used to deserialize object" when using a DeflateSerializer?
[15:46:32] <Voidburn> If I don't compress it's rock solid
[15:48:25] <Tomski> If you arent registering classes in the same order
[15:48:35] <Tomski> or if there is any mismatch between client and server
[15:49:10] <Voidburn> they are registered by a centralized method, order isn't the issue
[15:49:25] <Voidburn> it only behaves like this (randomly) when I'm using compression
[15:50:06] <Voidburn> uhm, I remember reading something about the default primitives optimization clashing with the deflater, maybe it's that
[15:50:37] <Tomski> Can you reproduce it in a single class?
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[15:50:58] <Voidburn> you mean creating an independent test?
[15:51:07] <Tomski> sure
[15:51:59] <Voidburn> not on the fly, but I'm definitely going to put the time in after I check the default serializers for primitives
[15:52:13] <Voidburn> I want to try and disable the int/float automatic optimizations first
[15:52:24] <Tomski> What are you testing on at the moment?
[15:52:30] <Tomski> Client and server on the same machine?
[15:52:42] <Voidburn> yep
[15:53:11] <Voidburn> the calss is nothing special, an array of ints and another bunch of ints
[15:54:20] <Voidburn> making a stand-alone test case is problematic since at the moment the code fetches the data from a database, uses RMI and is embedded in the test UI (which queues 20 requests every button press, and updates each request status as soon as the worker pool satisfies them)
[15:55:01] <Voidburn> but I'll get there if my gut feeling about the primitives optimization is wrong (just can't remeber how to disable it)
[15:55:04] <Tomski> er
[15:55:09] <Tomski> Then its not a stand alone test
[15:55:16] <Voidburn> most definitely not :D
[15:55:21] <Tomski> If you think the issue is kryonet, you dont need any of that
[15:56:16] <Voidburn> my instinct is I'm piling the primitives default optimization on top of deflate serialization, which might cause the problem
[15:56:25] <Voidburn> in which case it's not kryonet, it's misuse on my part :D
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[16:07:27] <Voidburn> mmm nope, updated to Kryo's latest (which disables the varints optimizations by default) and it still happens
[16:09:16] <Voidburn> question Tomski, if I tell Kryo to use the deflate serializer on int[] and then transport an int[] within a class, does it compress that chunk of data even if the outer class does not require it?
[16:15:49] <Voidburn> mmm nope, which makes sense, it would compress already compressed data otherwise
[16:16:19] <Voidburn> well I guess I'll put a big TODO on this one and try to recreate the issue outside the engine
[16:16:48] <Tomski> You are serailizing an int[] and then serializing it again?
[16:17:50] <Tomski> Should be easy to create a simple test, kryo only deflate, then move to kryonet with deflate
[16:20:48] <Voidburn> I found the "offending" class
[16:20:52] <Voidburn> it's the gdx Array
[16:22:26] <Voidburn> I can probably optimize this, figure out the correct size before hand and use a plain array, see if that works
[16:23:37] <Voidburn> it's definitely at Kryo level though, it's not Kryonet
[16:23:53] <Voidburn> so eventually I'll create a test and open an issue there
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[18:16:01] <waterCreature> even publishing a free, no ads through google playstore take so much time.
[18:16:42] <waterCreature> my eyelids are drooping uncontrollably
[18:19:09]
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[19:52:49] <diphther1al> is there a relatively easy way to draw text with a shapeRenderer, or do i have to create a whole new spritebatch and begin and end it after the shapeRenderer?
[19:54:24] <dnyy> why you using shape renderer?
[19:55:19] <dnyy> i think i heard way back (maybe been fixed idk) not to use shape renderer since not great performance
[19:55:31] <dnyy> use sprites instead and you can draw text w/ the same batch
[19:56:13] <Tomski> ^
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[19:56:56] <diphther1al> i'm using it for debugging
[19:57:11] <diphther1al> ok, so i'll create a separate batch for the debug text, i suppose
[19:58:27] <Tomski> When you say separate?
[19:58:37] <Tomski> You can use a batch you already have
[20:02:16] <diphther1al> that's a fair idea, although it seems unnecessary to optimize debug drawing for a throwaway project
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[20:35:33] <diphther1al> heh, i did end up using a batch i already had
[20:35:46] <ficolas> is not using a viewport, but changing the text size depending on the device ok? if so how do I know what text size to use?
[20:36:09] <ficolas> with not using a viewport i mean using a screen viewport
[20:39:11] <ficolas> or, maybe I do need to use a viewport...
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<ficolas> This is what I want to be seen in every device http://i.imgur.com/pmfOjpw.png (The board part I have it alredy thought out), but the upper and lower menus... I dont exactly know how to do correctly
[20:47:10] <ficolas> I want to make the menus be (screenHeight-screenWidth)/2 high, so that the non-menu covered part is a square
[20:47:42] <ficolas> I did this with a screen viewport, and the pieces part/back frame works fine, but the button doesnt
[20:48:20] <ficolas> I dont know if I would need to change the button text size or if I need to use a viewport for the whole thing
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[21:24:25] <TEttinger> ficolas: there's several scaling viewports you could use
[21:24:43] <ficolas> but none seem to fit what I need
[21:25:27] <TEttinger> keep in mind if the chess pieces aren't scaled somehow, it's going to have really tiny pieces on high-dpi screens like any new android phone
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[21:26:28] <ficolas> what viewport should I use then? if I use a fit viewport, black bars appear, a fill one and a part of the menu may be cut
[21:26:43] <TEttinger> well they don't need to be black bars
[21:26:50] <TEttinger> you can have some background texture
[21:26:58] <ficolas> well not exactly black bars
[21:27:17] <ficolas> but the ideal wold be if the greyish frames appeared all the way across the screen
[21:27:29] <TEttinger> and there's no single aspect ratio possible
[21:27:47] <ficolas> ??
[21:30:19] <ficolas> the chess pieces arent a problem
[21:30:29] <ficolas> the problem is the button, with the text
[21:30:43] <TEttinger> well a viewport would scale both
[21:31:04] <TEttinger> text scales poorly if the font is pixel-perfect and is then enlarged
[21:31:19] <TEttinger> you can have multiple fonts, but you quickly make a lot
[21:31:26] <TEttinger> freetype is a solution for much of this
[21:31:36] <ficolas> yes, but maybe if I could set the text size to a correct one, using a screen viewport, the rest of the scene is correc
[21:31:40] <ficolas> im using freetype
[21:32:04] <ficolas> but how do I find the correct text size
[21:32:21] <ficolas> for the screen height
[21:32:40] <Xoppa> how big do you want it to be in relation to the screen height?
[21:33:26] <ficolas> 1/6(height-width)
[21:33:47] <ficolas> so (height-width)/6
[21:33:52] <ficolas> more or less
[21:33:55] <Xoppa> then that´s the size you generate your font for
[21:34:01] <TEttinger> wait what
[21:34:10] <TEttinger> on a square screen that's 0 size
[21:34:23] <ficolas> are there any phones with square screens?
[21:34:39] <Xoppa> or use a distance field font
[21:34:42] <TEttinger> any smart watch
[21:35:05] <TEttinger> but also if width is greater than height, so any tablet, it's negative height
[21:35:25] <ficolas> I have the game so that it can only be run in portrait mode
[21:35:32] <TEttinger> ok, that helps
[21:35:44] <ficolas> I want the board without menus to be a square
[21:35:53] <TEttinger> should still be a minimum width
[21:35:55] <ficolas> the menus take the rest
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[21:36:38] <Xoppa> it´s not 1/6 in that image
[21:36:40] <TEttinger> err, minimum size, which would shrink the square if the screen is 4:3 or something that used to be common
[21:36:58] <Xoppa> more like 1/20 or so
[21:37:13] <TEttinger> you may want the ratio between height and width rather than the difference
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[21:42:16] <ficolas> 1/12 seems to work fine
[21:43:31] <ficolas> now i'll just have to make different resources for the different pixel densities so that the 9patches dont derp
[21:43:36] <ficolas> thanks
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<c0ke> Hey guys, if I have an image referenced in my uiskin.json but I'd like to specify that image's min width and height how would I go about doing that? For example… http://pastebin.com/XsT7W8vC How would I go about setting the minWidth and minHeight on the knob field
[22:24:56] <c0ke> I'm not sure I can actually do it as it's a drawable and that would affect every other place it's referenced at a guess
[22:29:31] <FrottyZ> yes
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[22:49:30] <Betalord> hi
[22:50:01] <Betalord> a quick question: how can I use ImageButton using a certain style and with an overlay image?
[22:50:23] <Betalord> that is, I want to use style of normal button, with a small icon over it
[22:50:31] <Betalord> (this is what ImageButton is for, I assume)
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[23:11:07] <ficolas> Image button has just one image
[23:11:30] <ficolas> if you want a image on top of an image, you will need to use a stack, and inside the stack an image and a button
[23:14:27] <Betalord> ah, ok. Isn't there a way to add children to ImageButton though? So I could add a Drawable image on top of it
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[23:15:26] <Xoppa> ImageButton should be just fine for what you want
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[23:15:44] <Xoppa> the image is drawn on top of the button
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[23:16:59] <Xoppa> but if you like, button is just a table, you can add as many actors as you like.
[23:17:03] <Betalord> Xoppa, but how do I use it? It seems whatever I do it's either the button from the style, or the image only. Just can't get both to be drawn
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[23:18:15] <Betalord> this is how I use it anyway:
[23:18:21] <Betalord> pauseResumeButton = new ImageButton(game.uiSkin);
[23:18:24] <Betalord> pauseResumeButton.setStyle(new ImageButtonStyle(null, null, null, pauseIcon, null, null));
[23:18:30] <Betalord> not sure if this is the right way?
[23:18:58] <Xoppa> why would you do that?
[23:19:05] <Xoppa> and please use pastebin or alike for sharing code
[23:19:16] <Betalord> ok, will do in the future
[23:19:33] <Betalord> anyway, I don't know how to use ImageButton... couldn't find a simple example on the net
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[23:20:21] <Xoppa> but it really depends on what you want to do, you can also put everything in your skin
[23:20:45] <Xoppa> in which case it is just new ImageButton(skin, name) or somehting like that
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[23:21:30] <c0ke> Putting everything in the skin though a bit alien at first if you are used to hard coding everything, is actually much nicer to manage I've found as you can keep all your resources and styling totally separate. That's just a personal opinion though Betalord
[23:21:31] <ficolas> I have overused stacks for a long time it seems...
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[23:24:06] <Betalord> Xoppa... it works now :) I looked at the example which you provided, and it works. It's just that I don't understand it (yet)... will have a look at it
[23:24:23] <Xoppa> yay! pics or it didnt happen Betalord
[23:24:48] <Betalord> eh, there is nothing to see... just a simple button :)
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[23:25:27] <Xoppa> nice! you have to start somewhere ;)
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[23:50:40] <ficolas> can I set a max character count when calling Gdx.input.getTextInput somehow?
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[23:56:49] <diphther1al> i'm starting to wonder if rolling my own "simple" physics engine is saving me anything over box2d
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