On Fri, Sep 12, 2025, 11:46 PM Ralph Versteegen <[email protected]> wrote:

> Why did Wandering Hamster have those lumps? Is it because you created
> them, or was that due to some work you were doing on the engine but never
> committed?
> I've always confidently assumed that noone has ever created those lumps as
> probably noone knows how to do so properly (needing to import a file from a
> copy of the source code). And if they created them any other way, they
> would have broken their builtin menus and would have been forced to delete
> them or revert their .rpg. I certainly never told anyone to create them.
> But I'd forgotten those lumps aren't even read. (Also, I'm shocked it's
> already 4 years since we made those changes to collection loading!)
>

Yeah, I must have created those lumps in WH with uncommitted code, but for
a while there I was afraid I had committed it years ago and there might be
a bunch of games. So glad I was wrong!


> I also think we should name the lumps differently anyway, using
> descriptive names. walkabouts.rgfx is far preferable to ohrrpgce.pt4. I
> don't want to have to refer to a list of constants every time.
>

Yes, I agree. For new lumps we should use better names


> On Wed, 10 Sept 2025 at 12:18, James Paige via Ohrrpgce <
> [email protected]> wrote:
>
>> Haha! Oh my!
>>
>> After reading the code further, I can see that the lumps inside the rpg
>> file for special screens are not read at all anymore, and as far as I can
>> tell, they haven't been since at least 2021, maybe longer.
>>
>> Looks like I was worried for nothing, and maybe Wandering Hamster really
>> is the only game that still has those completely unused lumps :D
>>
>> So I can already safely make changes to
>> sourceslices/default_item_screen.slice
>>
>> ---
>> James
>>
>>
>> On Tue, Sep 9, 2025 at 6:41 PM James Paige <[email protected]>
>> wrote:
>>
>>> Okay, I thought about it a little more, and I don't need to delete the
>>> lumps or show a pop-up warning
>>>
>>> Very few games will have those lumps, and even fewer (if any) will have
>>> made meaningful edits to them. I might have told somebody to go in there to
>>> change a box style, or change translucency settings, but I don't know if
>>> anybody ever actually did.
>>>
>>> I'll just stop reading those lumps, and log a warning about it.
>>>
>>> ---
>>> James
>>>
>>> On Tue, Sep 9, 2025 at 5:21 PM James Paige <[email protected]>
>>> wrote:
>>>
>>>> So I want to make some changes to the slice collection that is used by
>>>> the built-in item menu.
>>>>
>>>> I realize that this gets loaded from slicetree_1_0.reld inside the rpg
>>>> file.
>>>>
>>>> So to make an engine-side change to it, I have to add a fixbit to
>>>> delete that file, and regenerate it from the default
>>>> sourceslices/default_item_screen.slice
>>>>
>>>> And that of course nukes any changes anybody might have made to it.
>>>>
>>>> I'm thinking having copies of those collections inside the RPG file was
>>>> a terrible idea.
>>>>
>>>> It is very lucky that we hid them inside the "spam" menu, but I really
>>>> have no idea who might have gone in there and tweaked those files for their
>>>> own games.
>>>>
>>>> That means I CAN'T delete that file with a fixbit. The best I can do is
>>>> pop up a warning if it exists, letting people know they will need to delete
>>>> it to get new inventory features. (And I have to add a way to delete it,
>>>> probably also in the "spam" menu)
>>>>
>>>> It was a mistake to put a copy of the slice collection in the rpg under
>>>> any circumstance, and it is a mistake to allow end-users to edit it (Thank
>>>> goodness I never got further on the plan to allow that)
>>>>
>>>> So where does that leave us?
>>>>
>>>> I still want to continue adding features to the built-in items screen.
>>>> Some of them have to have hard-coded magic no matter how many slice
>>>> features we add.
>>>>
>>>
>>>> So here is a rough plan of what I hope to do:
>>>> * Disable creating slicetree_1_0.reld inside the rpg file
>>>> * Add a safety backcompat warning when you open an RPG file where that
>>>> lump exists. Add an option to delete it to allow those few games that might
>>>> have customized it to delete it if they want to un-break new items menu
>>>> features (I REALLY hope there aren't too many of these games)
>>>> * I can then refactor sourceslices/default_item_screen.slice as needed
>>>> without fear of further breakage beyond the above
>>>>
>>>> As for how to give game authors access to edit built-in slice
>>>> collections without breaking future-compat of their games, I don't know how
>>>> to move forward with that yet. Probably the best option is a split path:
>>>> 1. Further built-in customization of specific things like number of
>>>> inventory columns, or which box styles to use.
>>>>
>>> 2. Continue adding features that will facilitate people scripting their
>>>> own completely custom special screens not dependent on the slice
>>>> collections of the built-in screens,
>>>>
>>>
> This sounds like you're thinking of abandoning the plan to let people
> customise the collections. I don't agree with that: we should let people
> customise them, because it is a hundred times less work to tweak a slice
> collection than to script a custom menu, and I very much want to encourage
> that personalisation. (I'll also note running scripts inside the builtin
> menus would be another way for people to customise them, which also makes
> games reliant on the existing collection structures.)
>

Yeah, I panicked. Exposing built-in slice collections is still a good idea,
once we are properly prepared.



> Yes, new features (e.g. adding tabs to the Status screen so that the
> different modes are discoverable) will sometimes require we edit the slice
> collections, and anyone who is using a custom collection will miss out on
> it, but I think it's far more important to let people create the game they
> want, than to preserve our ability to retroactively improve the UI in all
> existing games. As long as the builtin UI already fully supports all input
> methods on every platform, we don't *need* to retroactively improve it.
>
> We should try to make the existing collections and builtin logic robust to
> anticipate likely future changes before we allow people to change them,
> which is why I've been against exposing the editors until now. In general,
> we will need to be conservative, disabling new logic (e.g. to modify
> properties of slices) that could break existing games, but we can take
> steps to allow us to increase the scope of changes we can make without
> breakage. There are many different types of robustness, one of which is
> avoiding the need for people to edit their collections to make use of a new
> feature like variable-width font, because the default collection already
> used clipping containers before it was necessary.
>
> Builtin logic should be disabled if the requisite slices (marked with
> lookup codes) are missing, and also any corresponding editor settings for
> new features, e.g. number of inventory columns, should ideally be greyed
> out, with explanation. We should make it easy to switch between the default
> builtin collection and customised ones in the editor (e.g. collection ID 0
> could be the default, and uneditable) so you can see what's changed and to
> copy slices over. And add a setting to select which of the multiple
> collections should be used.
>

Yeah, this is all good, and I do feel reassured. I like the idea of getting
out certain editor settings when certain lookup codes are not found.


> For example, the controls in the inventory screen should just work
> regardless of the number of columns. Isn't that the point of plankmenu? So
> ultimately we won't need a setting to change the number of columns, but
> feel free to add one now.
>

You are right! I tested this on a game with a wife screen size, and
changing the grid slice with F8. Everything still works perfectly with more
columns

The slice editor is intimidating to learn so settings like that which make
> it easier to change UI seem useful. More useful still would be settings to
> change UI elements like background rect translucency across multiple
> menus... That's really what the box styles editor *should* be for. I think
> we should duplicate all the box styles used in menus, and clearly label
> them. How boxstyles are used by builtin menus is a very FAQ. End digression.
>
> Context vars and dynamic props are already implemented and usable and I
> was meaning to prod you to use them! What's missing is there is no
> saving/loading of dynamic properties in slicetree files; one of the things
> I was going to add next, but that's not a problem for menus that don't load
> collections from files. Also note. you need to manually
> call UpdateSliceDynamicProps each tick.
> I haven't finished it yet but I'm also working on allowing dynamic
> properties to be expressions containing arithmetic and comparison
> operators, global variables, builtin globals/constants, function calls, and
> 'if' operators. Functions include things like the parent's width/height.
> I'm leaning towards using - instead of -- for subtraction.
>
> I want to cut down on the amount of hard coded logic, and number of
> special lookup codes, as much as possible. For example SL_STATUS_PORTRAIT
> can be replaced with .record = {portrait} and SL_STATUS_HIDE_IF_NO_PORTRAIT
> can be replaced with Visible = {portrait >= 0}. A big advantage of context
> vars and dynamic properties is that it's much less magic, although it's
> more steps than just setting slice properties from FB. The variables still
> are set by hidden logic, and magic lookup codes are replaced by magic
> context vars, but how those values are applied to the slices is not hidden
> and can be changed. And getting rid of lookup codes gives people far more
> flexibility e.g. to replace one slice with two.
>
> A lot of the builtin logic is for changing the sizes and position of
> slices depending on the amount of content or screen size, and that's really
> hard to formulate for arbitrary collections. We use dynamic properties to
> improve the situation for these too. At the simplest level we can put our
> computed slice sizes/positions in context vars and do something like
> infopanel.Height = {default info height}. This way, anyone can easily
> override the builtin logic, or adjust it to {default info height + 4}.
> Better still we can put at least part of the calculation in the dynamic
> prop, like {visible stats * 10 + if(hero has LMP, 20, 0) + 20}  (poor
> example, because actually we should finish off 'Cover Children' and use it
> a lot).
>

That's great! I guess I didn't realize how much of that was done already,
and yes, when it is all done I need to use it very much!

Also "Cover Children"! I knew we had started that, and it was unfinished,
but I couldn't remember what it was called and was having trouble finding
it :D

So the new built-in magic I wanted to add was to make the inventory
description box taller if the lines wrapped. I wanted the inventory area to
shrink in proportion, within reason.

I think if I finished Cover Children and used it for the vertical size of
the description box, and then maybe use that height as the value for a
dynamic property to size the panel slice, it might work with no hard-coded
logic?


>
>
>>
>>>> Thoughts?
>>>>
>>>> tldr; reviewing the current built-in items menu code made me fear that
>>>> I was going down a bad path, even worse than the flexmenu debacle.
>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
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>>
>
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