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   March 30, 2018  
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[00:21:43] <LiquidNitrogen> bomb: inspirational
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[01:06:50] <SuckyNoob> lol alf
[01:07:21] <SuckyNoob> what's that he's eating there?
[01:08:06] <SuckyNoob> :O
[01:12:02] <LiquidNitrogen> he always tries to eat cats
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[01:40:07] <ficolas> hello
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[01:42:59] <SuckyNoob> hallo
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[04:15:28] <AsukaLSoryu> hello
[04:17:05] <ficolas> heello
[04:21:51] <TEttinger> heeeeeello
[04:22:08] <TEttinger> how goes horror adventure, AsukaLSoryu
[04:22:24] <AsukaLSoryu> problems problems problems
[04:22:31] <AsukaLSoryu> I never figured out interpolation
[04:22:47] <AsukaLSoryu> I haven't made a commit to github in two months
[04:22:53] <AsukaLSoryu> I've just lost all my drive
[04:23:04] <TEttinger> ... sorry to hear that
[04:23:24] <AsukaLSoryu> I start working on it again at some point
[04:23:28] <AsukaLSoryu> soon(tm)
[04:23:35] <AsukaLSoryu> s/I/I'll/
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[09:14:22] <Oddmonger> hello
[09:14:46] <Oddmonger> i'm reading this thread , about what version of java api to use with libgdx : http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=25857
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[09:15:40] <Oddmonger> i don't understand the difference between "source level" and "jdk level"
[09:16:38] <Oddmonger> i mean, if you use api 1.6, of course you can bet that jdk >= 1.6 will do
[09:17:46] <Oddmonger> but i'm confused by assertions like that: "So, ideally, you would use a jdk 7 compiler, with -source 1.7 and -target 1.6."
[09:21:48] <codi^r> sounds like, in theory, you could compile Java 7 source code to Java 6 bytecode, so it would run on a JRE 6
[09:22:01] <codi^r> in practice, no idea if that works
[09:22:36] <Oddmonger> is libgdx done with 1.6 ?
[09:25:23] <codi^r> originally, yes. the lwjgl3 backend usesa few java 7 features as far as I remember, and now requires a jre 8 anyways because of LWJGL3
[09:26:07] <codi^r> I don't do mobile, so can't say if the current version still is Java 6
[09:26:25] <Shockah> but on desktop pretty much everyone has Java 8 (if they have any installed at all)
[09:26:25] <Oddmonger> ok, i'm asking this because i was wondering which version of java api i should learn
[09:27:14] <codi^r> yeah, even if bundled, I wouldn't bother with anything below 8 on desktop anymore
[09:27:24] <Shockah> you're making it sound like they're completely different Oddmonger
[09:28:22] <Shockah> i'd go with Java 8 no matter what, as it works on desktop; for Android and iOS you can use backports of some Java 8 features like Retrolambda, StreamSupport, and there was one for the new date APIs too
[09:28:30] <Shockah> unless you target HTML5 i guess
[09:29:04] <grim003> time to chug some dew and settle in to code all night
[09:29:42] <Oddmonger> Shockah: in fact, it's mostly for starting on good ground with correct java version
[09:29:49] <Oddmonger> as i'm learning java
[09:29:54] <LiquidNitrogen> grim003: that stuff will kill you
[09:30:05] <grim003> yeah, I know
[09:30:25] <grim003> you probably drink the actual dew from mountains living out in a cabin, right?
[09:30:26] <Shockah> still, Java 8 features are too good
[09:31:05] <Oddmonger> just to be sure , java6 == api 1.6 , java7 == api 1.7 and so on ?
[09:31:09] <Shockah> yes
[09:31:12] <Oddmonger> not like opengl versions :)
[09:31:28] <Shockah> what's that about OpenGL versions
[09:31:40] <Shockah> you're probably confused because OpenGL != OpenGL ES
[09:31:50] <Oddmonger> old GLSL don't match with version
[09:31:57] <Shockah> treat them separately and you're fine
[09:32:04] <LiquidNitrogen> grim003: dew is mainly on the grass, but i drink the rain, which is close enough
[09:33:29] <grim003> tonight the goal is better support for overlay / UI rendering, particularly with scaling issues in mind
[09:34:14] <grim003> I found a very simple solution for scaling the rendered game window to non-integer multiples for display (e.g. 1920x1080 up to 2560x1440)
[09:34:41] <LiquidNitrogen> tonight i have made hamburgers able to cook again, previously they would not react to sitting on the oven
[09:34:57] <grim003> but even that isn't always good enough for UI elements. may be preferable to keep them scaled 1:1 and let them shrink as display resolution increases
[09:35:37] <LiquidNitrogen> grim003: did you ever see that pixel scaling shader thing that basil posted on jgo?
[09:36:08] <grim003> possibly, I'll double check
[09:36:39] <LiquidNitrogen> it attempts to antialias the texels instead of linear nasty. dunno if thats useful.
[09:37:26] <LiquidNitrogen> i keep forgetting to try it out again, last time i tried i had no idea how shaders worked so couldnt use it.
[09:40:34] <grim003> that's very interesting, looks like it would help when rotating pixel art
[09:40:35] <LiquidNitrogen> it was something about 'crisp pixel' something something
[09:40:41] <LiquidNitrogen> yeah
[09:40:54] <grim003> but not really for solving the specific issue of non-integer scaling
[09:42:20] <grim003> I found a very expensive looking shader that calculates the proportion of each texel within the downscaled pixel and applies color proportionately. this is probably the best you can do for preserving the original look
[09:42:39] <grim003> well, downscaling or upscaling.
[09:43:16] <LiquidNitrogen> i thought it did help with non-integer upscaling
[09:43:48] <grim003> but it turns out you can accomplish the same thing for upscaling by blitting to an oversized framebuffer (next nearest integer multiple on each axis) before blitting again to the desired resolution
[09:45:08] <LiquidNitrogen> the second blit getting linear filtering?
[09:45:20] <grim003> right
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[09:45:55] <LiquidNitrogen> that sounds cheaper than what basils thing does anyway i think
[09:46:14] <LiquidNitrogen> although you miss out the rotation smoothing part
[09:46:38] <grim003> yeah, I'll have to save basil's shader in my bag of tricks in case I ever need rotation
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[09:48:51] <LiquidNitrogen> thatd probably do really nice with pixel art skeletal animation which tends to get a lot of jaggies n stuff
[09:49:00] <[AD]Turbo> hi there
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[10:05:34] <TEttinger> LiquidNitrogen: do you have a link to the jgo thing?
[10:05:46] <TEttinger> I don't even remember which is jgo...
[10:08:21] <LiquidNitrogen> http://www.java-gaming.org/ cant find it, grim003?
[10:08:46] <grim003> http://www.java-gaming.org/topics/antialised-texels-for-nearest-filter-type-textures/35415/view.html
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[10:19:49] <TEttinger> thanks grim003
[10:23:25] <TEttinger> are textureGatherOffsets and textureQueryLod predefined in glsl? seem like oddly long names for glsl
[10:24:35] <LiquidNitrogen> i would suspect they are
[10:24:40] <TEttinger> huh
[10:25:08] <LiquidNitrogen> otherwise it wouldnt be a very 'drop-in' solution
[10:26:21] <grim003> I was familiar with textureQueryLod but hadn't heard of the other before
[10:31:07] <TEttinger> anyone know of or have ideas for a voxel renderer that looks like pixel art and runs in GLSL? I've seen screenshots of a partially working one, https://i.imgur.com/wjrwNXP.gif
[10:32:19] <TEttinger> my voxel to pixel art rendering is all CPU-side and the Java version works on pixmaps
[10:36:10] <LiquidNitrogen> that sounds tricky without creating geometry of the voxels
[10:37:13] <LiquidNitrogen> and if you have the geometry itd probably not be difficult
[10:39:21] <grim003> just build stuff in minecraft and take screenshots, job finished
[10:40:15] <LiquidNitrogen> just play minecraft and dont worry about jobs
[10:48:05] <TEttinger> but I already don't worry about jobs
[10:48:20] <TEttinger> I worry about committing a ton of code every day
[10:48:21] <TEttinger> https://i.imgur.com/7DN44t6.jpg
[10:48:26] <TEttinger> and hamsters
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[10:53:01] <Kruppi> heya folks
[10:53:15] <TEttinger> hi doctor nick
[10:54:06] <Kruppi> but
[10:54:32] <Ashiren> t
[10:55:01] <Kruppi> now you're just adding letters to get what you wanted
[10:56:00] <TEttinger> we all want that butt
[10:56:33] <Kruppi> I already got mine
[10:56:56] <TEttinger> my cat flaunts his butt in my face all the time
[10:57:18] <TEttinger> good ol' cats
[10:57:21] <Kruppi> Yeah I was about to bring my baby boy's butt into play since he does the same but I figured I just leave it unsaid
[10:57:25] <Kruppi> but now you made me do it ;_;
[10:57:36] <TEttinger> haha
[10:58:02] <TEttinger> I'm sure smelc had similar issues. a bunch of recent dads in the channel
[10:58:27] <TEttinger> not sure how old smelc jr. is now
[10:58:45] <smelc> Célestin's 2 years old now
[10:58:57] <smelc> and his sister is about to enter the dungeon soon
[10:59:13] <TEttinger> deux terribleaux
[10:59:22] <LiquidNitrogen> heads up! space station coming down
[10:59:33] <smelc> terribleaux isn't a word :-)
[10:59:35] <Kruppi> 2 y/o here as well
[10:59:54] <smelc> they are fun at that age
[10:59:57] <Kruppi> doesn't bleau(x) mean something like blue?
[11:00:08] <smelc> oh it is "bleu"
[11:00:18] <TEttinger> terribleauxarçon
[11:00:26] <Kruppi> ah, yeah, my french is a bit rusted in. mais je n'est pas grave. où est la machine à vapeur?
[11:00:41] <TEttinger> where is the fog machine?
[11:00:46] <smelc> elle est sûrement au musée :-)
[11:00:47] <Kruppi> ¯\_(ツ)_/¯
[11:00:59] <Kruppi> mon baguette est très chic
[11:01:19] <smelc> you sound like flights of the conchords :-)
[11:01:25] <smelc> foux du fafa
[11:01:58] <Kruppi> It's about everything that I still remember from my 12th year at school, that's when I stopped having french lessons
[11:03:21] <smelc> well the same goes for my German
[11:03:35] <smelc> and on that I'm going to the nursery to pick Célestin for lunch
[11:03:38] <smelc> see you guys
[11:04:27] <Kruppi> bye :D
[11:05:19] <TEttinger> ai, mis couilles dan enlit feu!
[11:06:14] <Kruppi> vite, éteins le beurre!
[11:06:45] <TEttinger> no idea what we're saying
[11:06:53] <Kruppi> i think you said your balls are on fire
[11:07:03] <TEttinger> I tried to say that yes
[11:07:08] <LiquidNitrogen> lol
[11:07:11] <Kruppi> and I tried suggesting to extinguish them with butter
[11:07:31] <Kruppi> thus, creating a new fetish somewhere
[11:07:32] <TEttinger> well butter my balls and call me a biscuit
[11:07:55] <Kruppi> the fire has to keep burning for 25more minutes for you to become a biscuit
[11:09:01] <TEttinger> i need some sleep
[11:09:12] <LiquidNitrogen> depends if you are already a biscuit
[11:09:28] <TEttinger> my cat kneads me like dough
[11:10:03] <LiquidNitrogen> dough nuts
[11:11:26] <TEttinger> big day tomorrow. saying goodbye to grandpa, he's ill to the point of no return and we want to talk to him before he starts to get loopy
[11:11:58] <TEttinger> also smuggle in some of his favorite candy
[11:12:20] <TEttinger> oh god that's steam game gold right there
[11:12:52] <TEttinger> your grandpa is dying in the hospital and you need to bring him a candy that he likes. he eats it and chokes on it
[11:12:55] <TEttinger> the end
[11:14:17] <TEttinger> this isn't that kind of chokeable candy, thankfully, it's his favorite chocolate
[11:15:42] <Kruppi> And you plan to ... preparate it?
[11:15:49] * Kruppi doesn't really get the mood of the situation right now
[11:15:59] <TEttinger> oh uh
[11:16:37] <TEttinger> he's the oldest person in his group of friends, everyone else is dead or has dementia. he's been waiting to die for 5 years
[11:16:40] <Kruppi> For reference, my wife's grandma died last summer and wanted to die after an accident that left her crippled for over a year prior but the laws didn't allow it
[11:17:23] <TEttinger> my grandpa has COPD (lung disease) and a bunch of serious hydration and pneumonia issues
[11:17:46] <Kruppi> Respect for holding up so long then
[11:18:07] <TEttinger> this is the first time he's gotten this sick, but it was getting worse each time
[11:19:14] <TEttinger> had had pneumonia, went to hospital, got treated, went home, a few days later turned blueish, rushed to hospital, rehydrate and get him breathing again (his heart was too dry to inflate)
[11:19:30] <TEttinger> but it just is all falling apart
[11:19:50] <LiquidNitrogen> i remember going to see my grandad the last time, it was quite strange
[11:20:04] <TEttinger> was he sound of mind?
[11:20:10] <LiquidNitrogen> yeah
[11:20:26] <LiquidNitrogen> although he was very tired
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[11:20:48] <LiquidNitrogen> but it was strange cos he seemed pretty much the same as normal lol
[11:21:17] <TEttinger> yeah, that's what I gather. my grandpa has good and bad times each day
[11:21:27] <TEttinger> and the bad times he approaches death
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[11:21:41] <TEttinger> beats him at his game of choice, tax preparation
[11:21:45] * Kruppi has yet to experience the dead of a loved one (apart from pets)
[11:21:57] <LiquidNitrogen> fun times to look forward to later in life
[11:22:06] <TEttinger> I'm 29
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[11:22:34] <TEttinger> my grandma died when I was 24, my biological maternal grandmother died when my mom was in high school
[11:22:39] <[twisti]> i really hope that by the time i am old, our society has changed towards a casual acceptance that itll be normal for old people to chose when they want to die, instead of being sort of forced to survive long beyond the limits of where its still fun to be alive
[11:24:16] <TEttinger> legal age for the draft starts at 60
[11:25:30] <LiquidNitrogen> youll get the choice whether to die or whether to live for ever
[11:25:46] <TEttinger> as a vampire
[11:25:48] <TEttinger> bleh
[11:27:53] <Kruppi> Hey, just a quick off topic question: Has anyone ever figured out how the window resizing of scene2d works?
[11:28:15] <Kruppi> specifically dragging the size via mouse click
[11:28:30] <Kruppi> where to find the spot and how to make it more "user friendly"?
[11:33:54] <LiquidNitrogen> Kruppi: if (isResizable && x >= left - border && x <= right + border && y >= bottom - border) {
[11:34:12] <LiquidNitrogen> something there determines whether to drag it or resize it.
[11:35:31] <LiquidNitrogen> Kruppi: setResizeBorder (int resizeBorder); // original value appears to be 4 pixels either edge
[11:37:54] <LiquidNitrogen> so ideally, youd want to make the background 9-patch border size match your window border size so it makes sense where you can click it
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[12:49:45] <LiquidNitrogen> https://i.imgur.com/v5SfRod.jpg sick water
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[13:34:31] <grim003> what a pain in the ass
[13:36:55] <grim003> I needed a blit function that could do all of the following: work in Y-down coordinates, rescale the blitted image, and fit that blitted image centered at a H/V percentage within the target image. tricky to get it right.
[13:37:38] <grim003> mostly because flipping Y up to Y down makes it very unintuitive to figure out the rest
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[15:18:09] <ChaseWaylon> how can i make table width to be dynamic, depending on actors inside it?
[15:18:32] <ChaseWaylon> (my table has visible background)
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[15:50:30] <ChaseWaylon> label.getWidth() gives same results before and after I set longer text to the label. why and how can I get the new width?
[15:52:16] <ChaseWaylon> anyone alive?
[15:54:12] <isdera> yeah because you set the width I believe.
[15:54:41] <isdera> the width is determined by where it is in the layout
[15:55:54] <ChaseWaylon> i didnt set a width on a label
[15:57:18] <isdera> the width is determined by the layout
[15:57:47] <isdera> use the debug drawing view, it really helps so you can see where the cells, tables are.
[15:57:58] <mutilator> https://www.youtube.com/watch?v=mp0TW8vkCLg launch!
[16:01:35] <ChaseWaylon> my label has background, I can see it about the same size as text. when i set longer text, background extends accordingly. still getWidth gives same number
[16:04:39] <isdera> try getting the cell width which contains the label?
[16:22:58] <ChaseWaylon> what cell? label is inside table, how do I get this cell?
[16:24:36] <Tomski> Table doesnt respond to actors inside it
[16:24:42] <Tomski> Table dictates the size of its widgets
[16:25:27] <Tomski> The way you layout your table should provide the repsonsiveness, not how you size each widget in the table
[16:26:04] <isdera> Tomski's better at explaining :P
[16:33:32] <ChaseWaylon> table doesnt respond. ok, I get it. table dictates the size of its widgets - how?
[16:34:56] <ChaseWaylon> i want a rectangle (table) with bakcgound and a game score label in middle. when a number gains more digits, rectangle should expand, but it doesnt
[16:35:56] <ChaseWaylon> also label width doesnt seem to change when text changes.
[16:36:16] <ChaseWaylon> so.. how exactly can I layout those things to get responsiveness?
[16:37:33] <ChaseWaylon> my plan was to get new label width after text changes and change table width accordingly :)
[16:37:39] <isdera> I don't know if you can do that. just make your table the max width it could be so the label always fits.
[16:40:20] <ChaseWaylon> check this SCORE rectangle in the top right: https://www.google.lt/search?q=2048&safe=off&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjExbGLo5TaAhUBEywKHfKuDFwQ_AUICigB&biw=1920&bih=949#imgrc=GFjRZrqsMBBCgM:
[16:40:53] <ChaseWaylon> imagine the score becomes 1 000 000 000 , it will not fit in the rectangle
[16:41:05] <ChaseWaylon> so the gray rectangle should become wider
[16:42:26] <ChaseWaylon> there must be a way :)
[16:42:43] <isdera> which image?
[16:43:20] <isdera> why don't you just shrink the label font so it fits
[16:44:10] <ChaseWaylon> https://i.ytimg.com/vi/ayqhX9UA6FY/maxresdefault.jpg
[16:44:35] <ChaseWaylon> i'd prefer the score box expanding, not font shrinking :)
[16:45:47] <isdera> you can set the label width, or cell width, and just update (pack) the table so it resizes I believe.
[16:48:53] <ChaseWaylon> wow
[16:48:57] <ChaseWaylon> everything updated
[16:49:37] <ChaseWaylon> its like table wrapped around it's inner actors
[16:50:05] <Tomski> ChaseWaylon: read the docs on table
[16:50:16] <Tomski> they are very good
[16:51:00] <ChaseWaylon> i kinda do, but not always understand
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[16:51:42] <Shockah> god, iOS distribution is a pain
[16:52:01] <ChaseWaylon> for example: void validate() Ensures the actor has been laid out.
[16:52:07] <isdera> using IntArray, if I use the removeValue method, the array will remain the same size? And the value will be replaced with what, 0 ?
[16:52:21] <ChaseWaylon> can't imagine what ' laid out' is
[16:56:18] <isdera> nm it removes + resizes
[17:03:58] <Tomski> ChaseWaylon: if you dont understand, step back, read it again and try to implement the examples
[17:06:52] <Tomski> ChaseWaylon: yes validate ensures the actor has been laid out. So it enforces that the parent has positioned and sized this child
[17:07:05] <Tomski> It also makes sure all the children have been laid out
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[18:10:09] <Agnel> Hey Everyone! Does anyone know how edit the settings of Skin Composer? I looked into its preferences file its in XML. I'm not sure how to code for setting the max width and height for texture packing. the default is 1024x1024. I want it to be 2048x2048. Can anyone help?
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[18:18:12] <Agnel> https://pastebin.com/f5sArX1Z
[18:18:20] <Leejjon> If I want to detect a swipe from the left edge of the screen to open a menu in scene2d. Do I add an invisible actor to the edge of the screen and have it extend the ActorGestureListener class or is there something more clever.
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[18:43:39] <SuckyNoob> Leejjon I've never used that but I think you just need to add the Listener to the class that is running your game
[18:43:48] <SuckyNoob> or the current screen etc if you're using screens
[18:44:32] <Leejjon> I'm using stages, was hoping to use the fling implementation of the ActorGestureListener
[18:44:38] <SuckyNoob> https://github.com/libgdx/libgdx/wiki/Gesture-detection
[18:44:43] <SuckyNoob> or stage thats right
[18:44:45] <Leejjon> but a stage is no actor :P
[18:45:23] <Leejjon> ah
[18:45:25] <SuckyNoob> so you'd probably want to use Pan or Fling
[18:45:34] <Leejjon> seems like I can make a normal GestureListener
[18:45:38] <SuckyNoob> ya
[18:45:44] <Leejjon> that doesn't need to be actor specific
[18:45:46] <Leejjon> thanks
[18:46:06] <SuckyNoob> np
[18:46:13] <Leejjon> might need to pass it with the multiplexer
[18:46:15] <Leejjon> but will be ok
[18:49:19] <Tomski> You can adda listener to the stage itself Leejjon
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[19:00:46] <Leejjon> @Tomski how do I do that? The stage takes eventListeners
[19:01:22] <Leejjon> the page SuckyNoob posted adds it like: Gdx.input.setInputProcessor(new GestureDetector(new MyGestureListener()));
[19:02:50] <Leejjon> the Stage class has an addListener(EventListener e) method but won't take GestureListener or detectors
[19:03:11] <Leejjon> not that it matters I can just add an extra InputProcessor but if you know how I can use it :)
[19:03:29] <Tomski> there is a special type i think
[19:05:32] <Leejjon> there is the ActorGestureListener
[19:05:47] <Leejjon> but no StageGestureListener afaik
[19:19:38] <Leejjon> hmmm, now we have the fling detection anywhere in the stage not bound to a specific actor https://pastebin.com/iusHQ0FZ
[19:19:59] <Leejjon> but now I want only to detect those that start from the left edge of the screen :/
[19:21:08] <Leejjon> probably need to dice into hacking the GestureDetector implementation on when it fires the flind method
[19:21:15] <Leejjon> dive*
[19:24:04] <Leejjon> I fear it's not easier than drawing an invisible bar at the left side of the screen and simply map an ActorGestureListener to it
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[19:40:58] <SuckyNoob> https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/input/GestureDetector.html
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[19:41:48] <SuckyNoob> you should be able to constrain it
[19:42:32] <SuckyNoob> I dunno I've never used the gesture stuff I've never done anything for mobile or touch screens, whichever way is easier is definitely the way to go tho, usually :p
[19:49:27] <jab_> Is there inherent padding going on in scene2d?
[19:49:46] <jab_> labels seem to have a y-padding
[19:51:17] <SuckyNoob> I'm not sure
[19:52:11] <SuckyNoob> on the top or bottom? I've never had a problem with them before
[19:53:43] <SuckyNoob> you can set minsize and maxsize I think tho jab_
[19:53:45] <SuckyNoob> and set padding
[20:00:40] <jab_> they are defaults which should be zero
[20:00:46] <jab_> maybe it's something else
[20:01:01] <jab_> does viewport.setScreenBounds squish the display? It seems to do so for me
[20:02:43] <SuckyNoob> i suck at the viewport stuff. But I imagine perhaps it does squish the display
[20:02:53] <SuckyNoob> I've never used setscreenbounds
[20:04:01] <SuckyNoob> could possibly be the font you're using too
[20:04:57] <SuckyNoob> https://github.com/libgdx/libgdx/wiki/Viewports
[20:05:01] <Tomski> what viewport?
[20:06:36] <jab_> FitViewport
[20:08:29] <Tomski> no it doesnt squish
[20:08:38] <Tomski> why are you using that method?
[20:10:01] <jab_> to clip the rendering
[20:10:26] <jab_> i only want the game display to take up 75% of width and 75% of height
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[20:14:14] <royal_screwup21> does anyone know of any good "welcome! click anywhere to begin" wallpapers? Surprisingly I couldn't find anything promising on google images
[20:15:20] <Tomski> jab_: you calling apply after?
[20:15:28] <Tomski> And enforcing aspect ratio
[20:21:41] <Kruppi> I'm thinking about giving my user a Settings Screen where he can set display mode to fullscreen/windowed (borderless). How would I store this information? Gdx.app.getPreferences("My Preferences") is for Game-Level stuff, not Application-Level stuff like display mode, right? Or doesn't it matter and I can throw things together like that?
[20:22:25] <Leejjon> you can throw in anything
[20:22:29] <Leejjon> just use another key for settings
[20:22:32] <Kruppi> I would have to call it from DesktopLauncher, since the Option doesn't make sense for Android (I'm supporting desktop + android for now), that's the only limit I guess
[20:22:33] <SuckyNoob> ya that's what I always used
[20:22:34] <Leejjon> as for the game savedata
[20:22:55] <Kruppi> like Gdx.app.getPreferences("graphics"); and Gdx.app.getPreferences("gamedata");
[20:22:57] <Kruppi> ?
[20:23:55] <Leejjon> yes, I use gson to map the preferences json string to a java object
[20:24:09] <Tomski> Kruppi: you can save it as a file through LwjglFiles
[20:25:13] <Tomski> You can do the samae with prefernces too, (from desktoplauncher before libgdx is init) you just need to instantiate the pref/files objects
[20:26:19] <Kruppi> what is the benefit from saving it as a file? I'm not sure I understand
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[20:27:05] <jab_> Tomski: yep
[20:29:11] <Tomski> Kruppi: easiest to save data
[20:29:16] <Tomski> easier*
[20:29:26] <Tomski> Other formats other than encoding as a string, separate files
[20:29:30] <bryan`> If anyone has any experience with webgl ... we've deployed our game via HTML5 but sometimes users will get a "Rat's, WebGL hit a snag" bug. What kinds of thing would cause that? Anything in the code..?
[20:29:31] <Tomski> directory structures
[20:29:59] <Tomski> jab_: if you draw a square with batch.draw(someTexture, 0, 0 1, 1), do you see it square?
[20:30:06] <jab_> Tomski: want to see code?
[20:30:39] <jab_> https://hastebin.com/varucoyivo.kt
[20:33:16] <Tomski> jab_: you are not respecting aspect ratio with that
[20:33:51] <Tomski> You need to getScaling().apply(worldWidth, worldHeight, screenWidth, screenHeight);
[20:34:17] <Tomski> Then use that scaled vector as your viewportWidth and height for setScreenBounds method
[20:35:13] <Tomski> bryan`: can you reproduce it?
[20:37:04] <jab_> getScaling on what?
[20:37:06] <jab_> viewport?
[20:37:10] <Tomski> yes
[20:37:19] <bryan`> Tomski, Nope, it's a multiplayer online game so sometimes one client will just crash in the middle of the game with this error (and nobody else will). I've found that it sort of builds up over time the longer the clients are playing (right now we aren't actually disposing, well, much, or well anything). But for some users the error will not occur over the course of 3 hours of testing.
[20:37:41] <Tomski> bryan`: monitor your gpu usage then
[20:37:51] <Tomski> Are you makign textures/shaders/pixmaps on the fly?
[20:37:55] <Tomski> Meshes/batches
[20:37:57] <Tomski> sounds
[20:39:02] <jab_> tried this: https://hastebin.com/yaqayezusu.kt
[20:41:21] <bryan`> Tomski, No shaders, meshes, batches. We do dynamically load all TextureAtlases (which are like 95% of the Textures) via PixMap on the start of a new game. These are spell spritesheets and character animation spritesheets. They are loaded into the AssetManager one time at the start of a game depending on which dependencies are needed for that game (ex, fireball is being used so it will download fireball).
[20:41:47] <bryan`> Sounds are also dynamically downloaded
[20:42:54] <bryan`> But I'm not sure if its actually 'downloaded' .. but rather, streamed from a URI via SoundManager.createSound("http://blah"
[20:46:09] <bryan`> We recently have been having Web GL Context Loss errors. I'm wondering if the AssetManager is having a problem 'reloading'/'recovering' from it, specificially with the Textures loaded from PixMaps since they are downloaded only one time, at the start of the game .. and the crash occurs during the game.
[20:47:52] <bryan`> We do use one spritebatch across all screens
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[21:17:51] <Tomski> they may be running out of memory
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[21:31:26] <mwalling427> .-. .-.
[21:31:26] <mwalling427> .-. .-.
[21:31:30] <mwalling427> / \ / \
[21:31:30] <mwalling427> / \ / \
[21:31:34] <mwalling427> | _ \ / _ |
[21:31:34] <mwalling427> | _ \ / _ |
[21:31:38] <mwalling427> ; | \ \ / / | ;
[21:31:38] <mwalling427> ; | \ \ / / | ;
[21:31:42] <mwalling427> \ \ \ \_.._/ / / /
[21:31:42] <mwalling427> \ \ \ \_.._/ / / /
[21:31:46] <mwalling427> '. '.;' ';,' .'
[21:31:46] <mwalling427> '. '.;' ';,' .'
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[21:32:16] <Kruppi> i see
[21:38:05] <bryan`> Tomski, if I download PixMap data dynamically through a URI and convert the Textures into TextureAtlases .. upon web gl context loss will this process need to be re-done? So basically, does the AssetManager just dump everything in it, or will the already downloaded things still be in there?
[22:07:47] <Tomski> yes
[22:10:58] <royal_screwup21> I've set my camera like so: camera.setToOrtho(false, 1200, 1200);
[22:11:30] <royal_screwup21> so my screen is 1200 pixels wide, and 1200 pixels wrong, if I'm not mistaken
[22:11:33] <royal_screwup21> long*
[22:12:22] <royal_screwup21> my question is, the InputProcessor interface has a method like so: touchUp(int screenX, int screenY, int pointer, int button) { -- is ScreenX also in pixels?
[22:12:31] <royal_screwup21> screenX and screenY
[22:12:59] <royal_screwup21> reading here https://github.com/libgdx/libgdx/wiki/Coordinate-systems#touch-coordinates it seems like it is but I'm not sure if I've understood correctly
[22:13:56] <TEttinger> You typically want to convert these coordinates as soon as possible to a more convenient coordinate system. E.g. the camera.unproject or viewport.unproject method let's you convert them to world coordinates (see below).
[22:14:25] <TEttinger> but yeah touch coordinates are in pixels
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[22:14:44] <TEttinger> 1 to 1
[22:14:54] <royal_screwup21> hmm thanks for the confirmation
[22:15:12] <royal_screwup21> I'm getting really weird results though, I'll come back later if I haven't found a solution
[22:16:11] <TEttinger> keep in mind placing things in the world doesn't use those coordinates directly, because touch coordinates aren't ever negative (unlesss you can get touch events for a different window) but positions can be off-screen
[22:17:11] <Shockah> can't you get negative values on desktop when panning?
[22:17:13] <oseph> the screenX and screenY coordinates are relative to the resolution of your entire screen/monitor/OS window
[22:18:14] <oseph> create a vector3 called mousePosition = Vector3(screenX, screenY, 0), and then pass that to cam.unproject(mousePos)
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[22:18:56] <oseph> after that your mousePosition coords should be matched up to your game's world space
[22:53:46] <Frotty> dat K-line
[22:53:50] <Frotty> long time no see
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[23:59:53] <royal_screwup21> is there an overhead to calling batch.begin() + batch.end() multiple times in the same frame, as opposed to calling it just once?
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   March 30, 2018  
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