New LUA GUI feature

New LUA GUI feature

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

New LUA GUI feature

Post by trepan » 08 Nov 2006, 06:15

A new LUA gui feature soon to be committed...

Here's the code that generated the ugliness:

Code: Select all

function SetColor(color)
  -- a hack to set the color state without doing it per-vertex
  Spring.DrawShape(GL_TRIANGLES, "", { { vertex = {}, color = color } })
end


--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
--  DrawMapItems
--
   
function DrawMapItems(windowSizeX, windowSizeY)

  alpha  = 0.25

  red    = { 1, 0, 0, alpha }
  blue   = { 0, 0, 1, alpha }
  green  = { 0, 1, 0, alpha }
  yellow = { 1, 1, 0, alpha }
  
  s = 200
  h = 200
  xc = (Game.mapX * 512) / 2
  zc = (Game.mapY * 512) / 2
  
  v0 = { vertex = { xc - s,  h,          zc - s } }
  v1 = { vertex = { xc + s,  h,          zc - s } }
  v2 = { vertex = { xc + s,  h,          zc + s } }
  v3 = { vertex = { xc - s,  h,          zc + s } }
  v4 = { vertex = { xc - s,  h + s * 2,  zc - s } }
  v5 = { vertex = { xc + s,  h + s * 2,  zc - s } }
  v6 = { vertex = { xc + s,  h + s * 2,  zc + s } }
  v7 = { vertex = { xc - s,  h + s * 2,  zc + s } }

  SetColor(green)
  Spring.DrawShape(GL_QUADS, "", {
    v3, v2, v1, v0,  v4, v5, v6, v7,  v0, v1, v5, v4,
    v1, v2, v6, v5,  v2, v3, v7, v6,  v3, v0, v4, v7 
  })

  SetColor(red)
  Spring.DrawShape(GL_LINE_LOOP, "", { v0, v1, v2, v3})
  Spring.DrawShape(GL_LINE_LOOP, "", { v4, v5, v6, v7})
  Spring.DrawShape(GL_LINES, "", { v0, v4, v1, v5, v2, v6, v3, v7})
end
   
   
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
--  DrawScreenItems
--
  
function DrawScreenItems(windowSizeX, windowSizeY)

  alpha  = 0.5

  red    = { 1, 0, 0, alpha }
  blue   = { 0, 0, 1, alpha }
  green  = { 0, 1, 0, alpha }
  yellow = { 1, 1, 0, alpha }

  v0 = { vertex = { 100, 200 }, texcoord = { 0, 0 }, color = red }
  v1 = { vertex = { 200, 200 }, texcoord = { 3, 0 }, color = blue }
  v2 = { vertex = { 200, 300 }, texcoord = { 3, 3 }, color = green }
  v3 = { vertex = { 100, 300 }, texcoord = { 0, 3 }, color = yellow }
  Spring.DrawShape(GL_QUADS, "bitmaps/arm1.gif", { v0, v1, v2, v3 }) 

  red[4] = 1
  green[4] = 1
  midx = windowSizeX / 2
  white  = { } -- 1,1,1,1 is the default
  black  = { 0, 0, 0 }

  v4 = { vertex = { midx, 100 },               color = black }
  v5 = { vertex = { midx, windowSizeY - 100 }, color = white }
  Spring.DrawShape(GL_LINES, "", { v4, v5 })

  Spring.DrawText( "Screen Space Quad", 86, 300, 12, "o")
  Spring.DrawText( YellowStr .. "Test Message", midx, 350, 25, "oc")
  Spring.DrawText( GreenStr  .. "Test Message", midx, 300, 20, "r") 
  Spring.DrawText( BlueStr   .. "Test Message", midx, 250, 15, "o") 
  Spring.DrawText( RedStr    .. "Test Message", midx, 200, 10, "")  

  print("window = " .. windowSizeX .. "x" .. windowSizeY)
end

Image
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh » 08 Nov 2006, 07:58

Wow!
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trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan » 08 Nov 2006, 08:02

You also get access to the mouse clicks before
the normal GUI, so scroll bars can be made, etc...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF » 08 Nov 2006, 18:21

That cube of green ractangles, it would be immensely useful if AIs could draw those.

It would also be incredibly useful if the AIs could expose to the lua interface an AI config button for which they could then provide a lua config file for an AI along with access to a get and set function for passing and retrieving data from the AI. It would make groupAI' so much more useful.
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bamb
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Joined: 04 Apr 2006, 14:20

Post by bamb » 08 Nov 2006, 18:43

Tweak-on-the-run AI:s! Yay!
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diggz2k
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Joined: 04 Mar 2005, 06:34

Post by diggz2k » 09 Nov 2006, 08:28

I'm still not clear on what this is, is it just a way to see lua scripts ingame?
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Snipawolf
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Post by Snipawolf » 09 Nov 2006, 13:18

Custom Options, and plenty of other goodies, messages on screen if something happens..

A bunch of stuff that reminds me of GMod 9...
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo » 10 Nov 2006, 01:14

Wtf? This guy just came outta no where, signed up for dev, and done the best thing to the GUI since well...the GUI?
Nice job, watch your back for NewGUI monsters. I reccomend shotguns.
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mehere101
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Joined: 15 Mar 2006, 02:38

Post by mehere101 » 10 Nov 2006, 03:37

Spam kroggies. there's no other defense strong enough
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trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan » 10 Nov 2006, 04:03

I've added a few more functions to make the LUA interface
a little more useful. Note the addition of the list create/run
calls. These will let you render complex shapes with very
little speed penalty due to the LUA interface.

The additional features:

Code: Select all

Spring.PlaySoundFile("sound.wav")

Spring.DrawTranslate(x, y, z)
Spring.DrawScale(x, y, z)
Spring.DrawRotate(r, x, y, z)

Spring.DrawPushMatrix()
Spring.DrawPopMatrix()

list = Spring.DrawListCreate(func, arg1, arg2, ...)
Spring.DrawListRun(list)

Spring.DrawState({
  reset = true,
  lighting = true,
  depthmask = true,
  depthtest = true,
  blending = {},
  blending = {GL_SRC_ALPHA, GL_ONE},
  alphatest = {},
  alphatest = {GL_GREATER, 0.1),
  logicop = {},
  logicop = {GL_INVERT},
  culling = {},
  culling = {GL_BACK}
})
P.S. The lighting state is useless until material parameters can be setup.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF » 10 Nov 2006, 13:03

trepan, I think you're going to have a huge problem with user friendliness. It seems the only major attempts at suign the existing lua interface that have yielded any results are ones that you did, there's not much in the way of documentation, and tbh the above code looks very intimidating and befuddling, I would have no idea how to use half of it without a very good example.
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LOrDo
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Post by LOrDo » 10 Nov 2006, 21:39

mehere101 wrote:Spam kroggies. there's no other defense strong enough
Wrong thread? :?
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Post by ILMTitan » 11 Nov 2006, 05:20

He was talking about how to beat the NewGUI monsters.
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mehere101
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Post by mehere101 » 11 Nov 2006, 05:57

+1 ILMTitan
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Dragon45
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Post by Dragon45 » 12 Nov 2006, 02:29

trepan: More important than the code is teh documentation as to how to use it. AF is right ( GASP! ;) ) in that right now, these interface enhancements (this and everything you made before) are a series of buried crypts the likes of which only you have dared explore.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE » 12 Nov 2006, 13:52

maybe someone can document it.
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AF
AI Developer
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Post by AF » 12 Nov 2006, 17:36

I tried to implement a unit limits hack before yeha added it and got befuddled by howto use it, and in the end not being able todo != in an if statement just pissed me off and I gave up (turns out it was ~= ?!?!?!?!? wtf).

And please add these to the AI interface, I can see AIdevs would make use of these much sooner than modders, and get much more out of it in the longrun.
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Dragon45
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Post by Dragon45 » 12 Nov 2006, 23:40

~ is an alternative to !; Verilog uses it, for example...
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AF
AI Developer
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Post by AF » 13 Nov 2006, 15:29

!= not equal to 5 !=6
== exactly equal to 5 == 5
~= approximately equal to 5.4 ~= 5.41

That is how I and my maths teachers understand it.

Another variant I've come across is 5 >< 6 or 5 <> 6.

~= is just silly though, maybe someone can patch the lua interpreter to accept != too.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi » 13 Nov 2006, 22:36

In terms of Mathematical notation either ¬A or ~A are used for 'NOT', !A is a purely programming concept afaik.
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