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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2020-09-04 00:00:00Z and 2020-09-05 00:00:00Z
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!The Basic Guy 2020-09-04 08:30:38Z
@Dev make in 0.8 or 0.9 a story mode or adventure mode
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Is it crazy that I want to rework lineinput and doeditbox?
17:23
I'm trying to add IME support while i'm at it. But two sets of input handling code is kinda redundant (edited)
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was looking at ddnet repo
17:38
my bad.
17:40
but still, DoEditBox could use a CLineInput instance instead of passing events to a static method. That way is easier to manage the state of input; therefore easier to signal when to enabled/disable IME.
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if you're unsure whether you should rework a module of teeworlds, you can open a github issue about it
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will do
17:47
did you test whether the textrender refactor solves the lag you've noticed before?
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could use some testing and review if you have the time.
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It might only lag when one of those pages needs to be regenerated
17:53
Didn't test it but I hardly ever experienced it anyway
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i actually couldn't make it visibly lag even when pages are dropped. Glyph rendering is much faster than I thought.
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I guess it only lags right now when a lot of characters need to be regenerated
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I don't know how to stress test it tbh. dumping messages into a server actually crash the server EeveeShy
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The pages probably contain less characters than a texture in the current implementation
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and probably should test larger fontsize as well.
17:56
they can fill up the texture really fast..
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Did some tests with msdf. Generating it is faster than I thought. But for chinese characters you probably need a size of 42+ pixels =\
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For latin chars even 16 is enough for some fonts
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TinySDF looks ok with 48px
17:58
32px is passable
17:59
for CJK
17:59
as long as the edge are sharp, i don't actually care if the edge are a bit squiggly.
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Yeah. 32 is okay, 42 only has a few artifacts, 48 is kind of perfect
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I'd assume msdf is way better than sdf anyway
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I need to fix a few issues with glyph placement and add outlines, then I'll upload a version for testing
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i look forward to it
18:02
I think you can scale the texture to the font base on it's metric.
18:03
i'm guessing metric usually tells how much info you need to make it look at least good?
18:03
we probably don't want a special check just to render CJK and latin differently (edited)
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Right now I'm just using 42 for everything. It can be optimized later 👍 I'm still using the vanilla atlas which is wasting a lot of space anyway. Shouldn't be too hard to merge it into your code :)
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thonk you can put any size in to the atlas, the atlas packer will gladly take it
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Currently DoEditBox pulls events from Input and calls CLineInput::Manipulate manually. We should use an CLineInput instance alongwith DoEditBox and extend CLineInput to be allow it to be activated or deactivated. Reason being:
  • easier to tell when to call SDL_StartTextInput() and SDL_StopTextInput()
  • manage a global caret position like most UI kit do, and signal unicode input method editor where to put the composition window.
  • keep clipboard handling in one place and a...
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Hey, does somebody have the vector graphics for the original tile sets? Would he/she be so kind to share them public? 😄
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i'm actually curious why the vector graphics aren't part of datasrc and being compiled at build time.
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because some of them we don't have, some of them we aren't allowed to share publicly
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i mean, its easy to recreate them in inkscape, whats the sense for whoever owns it to keep it privat xD
20:38
"All content under 'data' and 'datasrc' except the font (which has its own license) is released under CC-BY-SA 3.0 "
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its easy to recreate them in inkscape
@android272 worked hard to recreate them for like a year, and it still wasn't really there. I'm not an artist but it definitely doesn't look easy
20:40
whats the sense for whoever owns it to keep it privat xD
they don't want other people to easily modify their work, I imagine
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ok thx anyway
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Not very much in the teeworlds mindset
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artists think differently maybe.
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already had arguments with oy about this
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ngl. for years i thought oy was a merge bot.
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xD
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but i didn't even know how to use git back then.
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haha, that's funny
21:10
it does sound like a bot
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and everytime you go on github you just see oy merged something doesn't help
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