Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/animation_scaling into lp:widelands

2016-11-16 Thread SirVer
>  I'd like to finish the spritemaps first though. 

agreed.

> I also think it will only be worth our effort once we have the bigger 
> textures exported from Blender.

No, I think the benefits will be immediately visible once you use downscaled 
textures. It just looks better. 

> [representative image]

okay, as long as you have it on the radar and we agree that it has to die 
eventually :)

About this change: I am still unhappy about it... Sorry :/. Now we have a 
circular dependency between RenderTarget and Surface.

I feel the semantics break down in animation::get_width() and height. We have 
two dimensions now: the "perceived" (logical) one and the images on disk ones 
(physical) - the drawing code only knows about the first, and Animation should 
be the only knowing about the other. 

Can we not simply scale the source rect whenever blit_data() is requested? 
Other solution would be to not expose Animation width/height and instead deal 
in all code with relative quantities - i.e. a source rect of {w:0.5, h:1, 
x:0.25, y:0.} would mean: use the full height of the texture, but only 50% of 
the width starting at 25%. 





Diff comments:

> 
> === modified file 'src/graphic/animation.cc'
> --- src/graphic/animation.cc  2016-10-26 10:56:02 +
> +++ src/graphic/animation.cc  2016-11-16 08:32:51 +
> @@ -144,9 +146,19 @@
>   throw wexception("Animation is missing player 
> color file: %s", image_file.c_str());
>   }
>   }
> +
> + if (table.has_key("scale")) {
> + scale_ = table.get_double("scale");
> + if (scale_ <= 0.0f) {
> + throw wexception(
> +"Animation scale %f needs to be > 0.0f. 
> First image of this animation is %s", scale_,

s/First image of/This animation has/

> +image_files_[0].c_str());
> + }
> + }
> +
>   assert(!image_files_.empty());
>   assert(pc_mask_image_files_.size() == image_files_.size() || 
> pc_mask_image_files_.empty());
> -
> + assert(scale_ > 0);
>   } catch (const LuaError& e) {
>   throw wexception("Error in animation table: %s", e.what());
>   }
> 
> === modified file 'src/graphic/rendertarget.h'
> --- src/graphic/rendertarget.h2016-10-17 20:39:15 +
> +++ src/graphic/rendertarget.h2016-11-16 08:32:51 +
> @@ -130,9 +130,10 @@
>   return offset_;
>   }
>  
> + bool to_surface_geometry(Rectf* destination_rect, Rectf* source_rect) 
> const;

Add a comment what this does?

> +
>  protected:
>   bool clip(Rectf& r) const;
> - bool to_surface_geometry(Rectf* destination_rect, Rectf* source_rect) 
> const;
>  
>   // Does the actual blitting.
>   void do_blit_animation(const Vector2f& dst,


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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/oars_appdata into lp:widelands

2016-11-16 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/oars_appdata into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/oars_appdata/+merge/309624
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/oars_appdata into lp:widelands

2016-11-16 Thread GunChleoc
Thanks - that error message was confusing me!

@bunnybot merge
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/oars_appdata into lp:widelands

2016-11-16 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/oars_appdata into 
lp:widelands has been updated.

Commit Message changed to:

Added age ratings to Appdata https://odrs.gnome.org/oars and validator call to 
utils/uppdate_appdata.py. Fixed localization format for long description. Fixed 
id tag.

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/oars_appdata/+merge/309624
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/animation_scaling into lp:widelands

2016-11-16 Thread GunChleoc
Review: Resubmit

Good idea about the mipmaps - I'd like to finish the spritemaps first though. I 
also think it will only be worth our effort once we have the bigger textures 
exported from Blender.

The representative_image in Lua is indeed needed for the font renderers. I 
really don't want to implement a new tag parameter into 2 font renderers for 
this right now. I have wanted Animation::representative_image_filename() to be 
gone for a while now so that we can have player colors on it too, but it will 
take some time until we get there. Since this function is only ever called for 
the idle animation, I decided to have the extra representative_image in 
MapObjectDescr rather than in the animation class.
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