ZScript Discussion

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ZZYZX
 
 
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Re: ZScript Discussion

Post by ZZYZX »

It's ok, I'm just meaning here that the final version might be completely different from currently described depending on the final result of the review.
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Graf Zahl
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Re: ZScript Discussion

Post by Graf Zahl »

I have pulled it but right now it's just waiting in a side branch on my HD. Feel free to continue on it, it looks promising but I'd rather wait with a merge until it's finished.
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ZZYZX
 
 
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Re: ZScript Discussion

Post by ZZYZX »

Ok, added player events along with some clearly broken ACS-related edits.
Will start adding UI tomorrow, @whoever is interested :)
Last edited by ZZYZX on Thu Feb 02, 2017 1:44 pm, edited 4 times in total.
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Major Cooke
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Re: ZScript Discussion

Post by Major Cooke »

Awesome! Can't wait! :D
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Rachael
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Re: ZScript Discussion

Post by Rachael »

ZZYZX wrote:Will start adding UI tomorrow, @whoever is interested :)
Color me interested. An internal UI interface without hacky ACS would definitely be nice. :shock:
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Major Cooke
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Re: ZScript Discussion

Post by Major Cooke »

And without SBARINFO too! That's HUGE. No more goddamn inventory hacks or being stuck with that greater-than-or-equal-to always-on bullshit.
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Nash
 
 
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Re: ZScript Discussion

Post by Nash »

ZZYZX wrote:Ok, added player events along with some clearly broken ACS-related edits.
Will start adding UI tomorrow, @whoever is interested :)
YOOOOOOO \m/ \m/ \m/

I hope it's not too early for feature requests. Will we be able to get keyboard and mouse events? I'm particularly interested in using the mousewheel, and also letting the player TYPE things. Think of an in-game journal they can type in, like Amulets & Armor, or simply an NPC that asks you to type something for a topic (like in Fallout).
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Major Cooke
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Re: ZScript Discussion

Post by Major Cooke »

Keyboard/mouse events: Don't think that's possible. What you have with GetPlayerInput is all you have.
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ZZYZX
 
 
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Re: ZScript Discussion

Post by ZZYZX »

Major Cooke wrote:Keyboard/mouse events: Don't think that's possible. What you have with GetPlayerInput is all you have.
Actually, ZScript event system allows direct hooking into D_PostEvent. Not sure if Graf's ok with that though, since ACS allowed it too but was left with GPI.
(on the other side though, there's already RenderFrame event which is of similar direction in that it's specific for each client).

Regarding the event system: Graf, Win32 driver sets data3 to GKM_SHIFT/ALT/CTRL, but SDL doesn't. Not sure about Cocoa.
Is that part ok to try to change? (I personally could probably test this on Win32 and SDL, don't have anything to test Cocoa input on though).
Overall, right now it looks like a complete unstandardized mess and I wouldn't let modders access that really. So yea, awaiting on your response.
Last edited by ZZYZX on Fri Feb 03, 2017 3:01 am, edited 9 times in total.
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Nash
 
 
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Re: ZScript Discussion

Post by Nash »

IMO, if you're going to let modders add user interfaces, you should also let them carefully manage input programming. Let's say they want to create a buy/sell window, and want the mousewheel to increase/decrease the amount of items sold, or simply allowing the player to type in how many of the items to sell.
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Re: ZScript Discussion

Post by ibm5155 »

hmm with all those event stuff, could I "eat a keyboard" event? so lets say, I'm on a titlepic and I want to show two maps the first one can be skiped by pressing any kind of Keys, but that shouldn't show the gzdoom menu.
So the only guy that could know about the event is the eventhandler, it send something to the acs and then it change the map.
EDIT: If yes, I'm gonna wait for it so I can make a complete TC from the spooky house titlepic
Last edited by ibm5155 on Fri Feb 03, 2017 5:33 am, edited 1 time in total.
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ZZYZX
 
 
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Re: ZScript Discussion

Post by ZZYZX »

You can eat an event by returning true in the event handler.
Handlers' order (set by Order field) determines what handlers get to processing first. If one of them eats the event, it won't get lower.

Now the problem is that the handlers are processed after console and menu, so I don't think you currently can prevent the menu from appearing altogether.
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ibm5155
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Re: ZScript Discussion

Post by ibm5155 »

k final question, will the menu be triggered by the keyboard event before the zscript code that "eat" the events?.
EDIT: AHHH :( , well, ty for the info.
Last edited by ibm5155 on Fri Feb 03, 2017 5:36 am, edited 1 time in total.
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ZZYZX
 
 
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Re: ZScript Discussion

Post by ZZYZX »

Yes. At least right now, if Graf doesn't move menus to ZScript (and I don't think he was ever planning to).
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Re: ZScript Discussion

Post by Rachael »

He was planning to, actually, but I think it's currently a long-term plan.

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