[Ohrrpgce] CoverChildren and Clamping

James Paige Bob at hamsterrepublic.com
Wed Mar 2 08:39:56 PST 2022


On Wed., Mar. 2, 2022, 8:27 a.m. Ralph Versteegen, <teeemcee at gmail.com>
wrote:

>
>
> On Thu, 3 Mar 2022 at 01:39, James Paige <Bob at hamsterrepublic.com> wrote:
>
>>
>>
>> On Wed., Mar. 2, 2022, 12:46 a.m. Ralph Versteegen, <teeemcee at gmail.com>
>> wrote:
>>
>>> Cover Children is still visible in privileged mode only.
>>> Yes, refreshing is broken, and even more so if you nest it. E.g. in
>>> spriteset_resize_menu_rebuild:
>>>
>>>   ' FIXME: CoverChildren is a bit broken, just refreshing doesn't
>>> properly position
>>>   ' everything, and even have to draw multiple times due to nested
>>> CoverChildren.
>>>   DrawSlice root, vpage
>>>   DrawSlice root, vpage
>>>
>>> To fix this I think I need to make a major change to how recursive
>>> drawing and refreshing slices works. In fact I wrote all that documentation
>>> at the top of slices.bas in preparation for making that change, and I have
>>> more notes.
>>>
>>
>>
>> Ah, okay
>>
>>
>>> As for clamping, I couldn't remember why it was a hidden option in the
>>> commit message I see I wrote:
>>>
>>>     I didn't mean to check in the slice clamping stuff already! There's
>>> a chance I
>>>     might change how it works, creating a file format incompatibility if
>>> you
>>>     actually use it.
>>>
>>> I'm guessing that adding options to clamp in both directions at once
>>> (turning it into a 4-way bit field) was the change I was considering
>>> making. That would be a nice feature to have. In the case that the child
>>> slice is wider than its parent, it could be aligned according to either its
>>> anchor or align setting (I really can't figure out which is preferable!)
>>>
>>
>> I could finish up that feature and enable it.
>> I guess I'd prefer to use anchor to break the tie when smaller than
>> parent. Falling back to align in the case of a center anchor, and falling
>> back to top left in case of a fully aligned slice
>>
>
> If the slice is center-anchored [or aligned], there's no need to pick
> either the left or right edge: I think it should be centered on the parent
> instead, sticking out equally on both sides!
>


Oh! Right! That is way more logical, and simpler to boot!

I'll do that.



>
>>
>>> Why won't clamping work forkeeping the cursor on the screen? What have
>>> you got it parented to? I think it ought to be parented to the root battle
>>> slice, not to a BattleSprtie slice, for example, because it needs to appear
>>> above everything else, even if there's a large enemy in front of the one
>>> you're targetting.
>>>
>>
>> So the targetting slices are on their own layer, and then each targeting
>> slice is a container that has its pos and size matched to the BattleSprite
>> it is targeting. The actual cursor is a child (or grandchild) of that.
>>
>> I think I'll want to add a special property for slices that will make
>> Clamp options use ScreenSlice instead of parent
>>
>
> That would be useful in general.
>

Yes :)
I will make it happen.


>
>>
>>> On Wed, 2 Mar 2022 at 17:35, James Paige <Bob at hamsterrepublic.com>
>>> wrote:
>>>
>>>> I was considering making use of CoverChildren... except it seems
>>>> slightly broken.
>>>>
>>>> I see that using it can cause the piston of the children to jump on the
>>>> first visible tick.
>>>>
>>>> I can't remember anything about CoverChildren. Looks like it is enabled
>>>> in the slice editor, but barely used anywhere
>>>>
>>>> I was also looking at slice clamping. I see it is set to be hidden as
>>>> privileged in the slice editor, although as far as I can tell it works
>>>> well. I was thinking of adding an option to clamp in both directions at
>>>> once, but not sure if I want to go that route or not.
>>>>
>>>> I need to do some magic to make sure that targeting cursor slices stay
>>>> onscreen, but clamp won't help me with that, since clamping only respects
>>>> parent not screen
>>>>
>>>>
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