Re: [vos-d] [browser] UI ideas

2005-12-11 Thread Reed Hedges


On Dec 10, 2005, at 1:14 PM, Jonathan Jones wrote:


That's an important distinction. Is the chat code going to be integral
to the VOS protocol, or is it going to be relegated to the role of a
standard plugin?


Jonathan, there are two aspects to doing chat in VOS.  One is the 
Talkative vobject type.  VOS is an extensible system, so the Talkative 
Vobject adds talk messages to the system without neccesarily changing 
the core vos protocol (VIP or any of the standard VOS messages). 
Metaobjects are a layer on top of the core VOS system, which is layered 
on top of the VIP inter-site protocol. The Talkative vobject is 
implemented in the metaobject_misc library, so it's sort of a 
standard plugin (though libmetaobject_misc is not exactly a 
plugin), or typically-available metaobject,  but not a required part of 
VOS itself.


The other aspect is the GUI the user sees in client code.  In 
TerAngreal, this code is a built in part of TerAngreal.  It's possible 
to seperate out this code into a library so that other applications 
could use it, but that's not neccesary at the moment.





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Re: [vos-d] [browser] UI ideas

2005-12-11 Thread Reed Hedges



Hmm OK thinking about this a bit more.

I don't really think that Talkative and client actions should be 
conflated at the Vobject level.  Instead, I suggest modifying that 
aspect of actions like this: The server could provide (a) seperate 
MetaObject(s) to which the client can send game-specific actions,.
The same Vobject would also have a metaobject extension that would 
simply  provide to TerAngreal a list of these actions, and perhaps (or 
a separate object maybe?) information about how TerAngreal is supposed 
to configure its UI to send them (the mapping between hotkeys, commands 
entered in the chat window, a flag indicating whether the chat window 
should be primarily-talk or primarily-command, etc.).  The actions list 
would either be requested by a message, or it would be stored in a 
little subtree of vobjects.


Actions could, in fact, be not just for your avatar but attached to any 
object in the world.  Then you could right-click on an object to see 
the menu of actions.  Selecting a menu item would send a message to 
that object (with certain parameter values, if specified).   Your 
avatar would be special in that you would have a more direct interface 
to executing the actions (hot keys, toolbar, text commands, etc.)   
This makes actions useful for any application, even hypervos.


So on the server side you extend the avatar object with some metaobject 
type specific to the game like game:inventory-manager that accepts 
the game:wield message.  This metaobject could be loaded from a 
plugin, or implemented as a script, or whatever. You then also extend 
the avatar with a standard misc:actions metaobject, and for each item 
in the inventory you could add an item to its list (or tree) of actions 
that causes the game:wield message to be sent to the target object 
your avatar, which is also a game:inventory-manager object with the 
item-name field set, or the target could be the weapon itself.  
And/or, you just say that it needs a parameter, to be placed in the 
item-name field of the game:wield message and when you type the 
command into the text input in TerAngreal, you must also give the value 
to put in that field(the name ofthe weapon).


Then the world (sector) vobject might have hints on how to configure 
the ui that says in the command window, commands should be primary, 
and chatting prefixed by a quote mark.



In a completely different application, you could just extend various 
vobjects with a misc:actions metaobject and specify a simple list of 
actions to do on them.  E.g. open door, lock door, create a new 
stock 'news entry' HTML object, etc.


Does this make sense?  Maybe it's a bit more complex than you wanted, 
but I think it has a bit more utility than just overloading talk 
message text.


Reed


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Re: [vos-d] [browser] UI ideas

2005-12-10 Thread Jonathan Jones
That's an important distinction. Is the chat code going to be integral
to the VOS protocol, or is it going to be relegated to the role of a
standard plugin?

Lalo Martins wrote:

 I was talking to Peter on IRC about UI flexibility - how to allow
 the browser to adapt itself for games and whatnot - and defending
 the idea that client-side code (as in code downloaded from the
 site) is a can of worms that doesn't need to be opened yet.





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