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

2014-12-03 Thread Tino
Review: Approve

Does work well on win.

I am for merging and getting rid of the old MinGW Makfile completely. It does 
miss all SDL2 related changes and CMake+Ninja|Make work fine on windows.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1380286 into lp:widelands

2014-12-03 Thread TiborB
All this is new for me, so it is easily possible I declared something on wrong 
place or so. As long as it compiles and worked.

Do you really want to reimplement all that is available in C to lua? Lua 
scripting is used quite a little so I am not sure it is worth the effort.

But all right, I will look at it, and I prefer option 1.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-859245 into lp:widelands

2014-12-03 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/bug-859245 into lp:widelands 
has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-859245/+merge/241549
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-859245 into lp:widelands

2014-12-03 Thread SirVer
Review: Approve

looks good. merged.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-03 Thread SirVer
Review: Approve

Looks good now. Merged.

> "What happens when amount > initial_amount" - I dont think is it good aproach 
> to allow such situation and in addition, there is no set_initial_res_amount 
> available via LUA - but I will change it, no problem...

I understand what you say. If a scripter sets res > initial that could be bad 
for the engine. But then again, why should initial be changed if somebody 
changes res? initial is the value at the beginning of the game, it is not the 
max value. Why should the current value not be higher than the initial value? 
For fish it could even make logical sense. So I think your implementation is 
correct - let's see if it makes any trouble.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-03 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/bug-1281823 into lp:widelands 
has been updated.

Status: Needs review => Merged

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https://code.launchpad.net/~widelands-dev/widelands/bug-1281823/+merge/242837
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1380286 into lp:widelands

2014-12-03 Thread SirVer
Review: Needs Fixing

I added a bunch of NOCOM(#codereview) comments in the code. I disagree with the 
has_warehouse method. 

Also you added a bunch of method declarations in lua_bases.h, but did not 
implement these - I removed them, but that was sloppy. Do you look over the 
diff when you send something for review?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-03 Thread TiborB
@SirVer - I changed it. Test works as well.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/remove_cached_resizing into lp:widelands

2014-12-03 Thread SirVer
SirVer has proposed merging lp:~widelands-dev/widelands/remove_cached_resizing 
into lp:widelands.

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/remove_cached_resizing/+merge/243584

Suggested commit message:

- Remove ImageTransformations::resize(). This is now done on the fly by the 
GPU, this is just as fast and more memory efficient.
- Removes the dependency to sdl_gfx and all mentions of it in the project.
- Buttons and tab panels will now shrink images to fit in their drawing area. 
This exposes some overly big graphics we use in some places.
- Increase the size of the buildings in the BuildGrid preview from 34 pixels to 
50. I think that looks much nicer
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=== modified file 'CMakeLists.txt'
--- CMakeLists.txt	2014-11-12 21:01:23 +
+++ CMakeLists.txt	2014-12-03 19:38:51 +
@@ -44,7 +44,6 @@
 find_package(OpenGL REQUIRED)
 find_package(PNG REQUIRED)
 find_package(SDL2 REQUIRED)
-find_package(SDL2_gfx REQUIRED)
 find_package(SDL2_image REQUIRED)
 find_package(SDL2_mixer REQUIRED)
 find_package(SDL2_net REQUIRED)

=== removed file 'cmake/Modules/FindSDL2_gfx.cmake'
--- cmake/Modules/FindSDL2_gfx.cmake	2014-10-13 15:04:50 +
+++ cmake/Modules/FindSDL2_gfx.cmake	1970-01-01 00:00:00 +
@@ -1,60 +0,0 @@
-# Locate SDL2_gfx library
-# This module defines
-# SDL2GFX_LIBRARY, the name of the library to link against
-# SDL2GFX_FOUND, if false, do not try to link to SDL2
-# SDL2GFX_INCLUDE_DIR, where to find SDL2/SDL.h
-#
-# $SDLDIR is an environment variable that would
-# correspond to the ./configure --prefix=$SDL2DIR
-# used in building SDL2.
-#
-# Created by Eric Wing. This was influenced by the FindSDL.cmake 
-# module, but with modifications to recognize OS X frameworks and 
-# additional Unix paths (FreeBSD, etc).
-
-FIND_PATH(SDL2GFX_INCLUDE_DIR SDL2_framerate.h 
-  SDL2_gfxPrimitives.h 
-  SDL2_imageFilter.h SDL2_rotozoom.h
-  HINTS
-  $ENV{SDL2GFXDIR}
-  $ENV{SDL2DIR}
-  PATH_SUFFIXES include SDL2
-  PATHS
-  ~/Library/Frameworks
-  /Library/Frameworks
-  /usr/local/include/SDL2
-  /usr/include/SDL2
-  /usr/local/include
-  /usr/include
-  /sw/include/SDL2 # Fink
-  /sw/include
-  /opt/local/include/SDL2 # DarwinPorts
-  /opt/local/include
-  /opt/csw/include/SDL2 # Blastwave
-  /opt/csw/include 
-  /opt/include/SDL2
-  /opt/include
-)
-
-FIND_LIBRARY(SDL2GFX_LIBRARY 
-  NAMES SDL2_gfx
-  HINTS
-  $ENV{SDL2GFXDIR}
-  $ENV{SDL2DIR}
-  PATH_SUFFIXES lib64 lib
-  PATHS
-  ~/Library/Frameworks
-  /Library/Frameworks
-  /usr/local
-  /usr
-  /sw
-  /opt/local
-  /opt/csw
-  /opt
-)
-
-SET(SDL2GFX_FOUND "NO")
-IF(SDL2GFX_LIBRARY AND SDL2GFX_INCLUDE_DIR)
-  SET(SDL2GFX_FOUND "YES")
-ENDIF(SDL2GFX_LIBRARY AND SDL2GFX_INCLUDE_DIR)
-

=== modified file 'cmake/WlFunctions.cmake'
--- cmake/WlFunctions.cmake	2014-11-12 20:12:48 +
+++ cmake/WlFunctions.cmake	2014-12-03 19:38:51 +
@@ -10,7 +10,6 @@
 USES_OPENGL
 USES_PNG
 USES_SDL2
-USES_SDL2_GFX
 USES_SDL2_IMAGE
 USES_SDL2_MIXER
 USES_SDL2_NET
@@ -118,11 +117,6 @@
 target_link_libraries(${NAME} ${SDL2IMAGE_LIBRARY})
   endif()
 
-  if(ARG_USES_SDL2_GFX)
-wl_include_system_directories(${NAME} ${SDL2GFX_INCLUDE_DIR})
-target_link_libraries(${NAME} ${SDL2GFX_LIBRARY})
-  endif()
-
   if(ARG_USES_SDL2_TTF)
 wl_include_system_directories(${NAME} ${SDL2TTF_INCLUDE_DIR})
 target_link_libraries(${NAME} ${SDL2TTF_LIBRARY})

=== modified file 'src/editor/ui_menus/categorized_item_selection_menu.h'
--- src/editor/ui_menus/categorized_item_selection_menu.h	2014-10-14 06:30:20 +
+++ src/editor/ui_menus/categorized_item_selection_menu.h	2014-12-03 19:38:51 +
@@ -122,15 +122,7 @@
 			horizontal->add_space(kSpacing);
 			++nitems_handled;
 		}
-
-		const Image* category_picture = category.picture();
-		const int kCategoryImageSize = 24;
-		if (category_picture->width() > kCategoryImageSize ||
-		category_picture->height() > kCategoryImageSize) {
-			category_picture =
-			   ImageTransformations::resize(category_picture, kCategoryImageSize, kCategoryImageSize);
-		}
-		tab_panel->add(category.name(), category_picture, vertical, category.descname());
+		tab_panel->add(category.name(), category.picture(), vertical, category.descname());
 	}
 	add(¤t_selection_names_, UI::Align_Center, true);
 }

=== modified file 'src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc'
--- src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc	2014-11-27 21:29:21 +
+++ src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc	2014-12-03 19:38:51 +
@@ -76,44 +76,55 @@
 
 		const Texture& terrain_texture = terrain_descr.get_texture(0);
 		Texture* texture = new Texture(terrain_texture.width(), terrain_texture.height());
-		texture->blit(Point(0, 0),
+		texture->blit(Rect

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

2014-12-03 Thread GunChleoc
> No more big branches, this is why I enjoyed these two (or three) small
> branches I did lately (including this one and tha LUA resource think - though
> this gone wild from one-line change).

This has happened to me too and will keep happening - one day I will learn that 
there are no quick fixes. I sometimes find it frustrating at first as well, but 
when the branch is finished, I am happy, because the code is better.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-03 Thread TiborB
"What happens when amount > initial_amount" - I dont think is it good aproach 
to allow such situation and in addition, there is no set_initial_res_amount 
available via LUA - but I will change it, no  problem...
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/seafaring-ai into lp:widelands

2014-12-03 Thread TiborB
I found it yet :)

No more big branches, this is why I enjoyed these two (or three) small branches 
I did lately (including this one and tha LUA resource think - though this gone 
wild from one-line change).

I have 2 fixes for AI in may mind (both military-related) but I will wait till 
this one is merged. Having too many branches and multitasking between them is 
another think that I dont like much :)
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-03 Thread SirVer
No, in the editor it is correct to always change the initial_res_amount too - 
there is no difference between the too there. And in game you should never 
touch that. What happens when amount > initial_amount I do not know but there 
is no reason to change the value if the scripter wants exactly that.

So you will need to check if you are in the editor or in game. 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/seafaring-ai into lp:widelands

2014-12-03 Thread SirVer
I think you can maximize the fun by making smaller branches. They are faster to 
merge, clean and review.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-03 Thread TiborB
all right to have common design for both, I the new design will be: change the 
initial_res_amount to  res_amount only if initial_res_amount would be lower 
then new value of res_amount
Agreed?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/f_for_fullscreen into lp:widelands

2014-12-03 Thread SirVer
Merged and filed bug 1398733.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/f_for_fullscreen into lp:widelands

2014-12-03 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/f_for_fullscreen into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/f_for_fullscreen/+merge/243227
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/seafaring-ai into lp:widelands

2014-12-03 Thread TiborB
I have, I like the 'productive' work, but all that overhead, cleaning the 
code and what I like the least is conflict resolution - I am never sure if 
I make it right - all right it will compile, but will the functionality be 
exactly preserved? It would take further tens of hours of testing to say...

But generally I like it, I would not be 'here' otherwise. :)

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-03 Thread SirVer
Review: Needs Fixing

Spoke to early. The fix is flawed - it also changes initial_res_amount in a 
game. That leads to wrong results if a scenario changes a fields resource 
amount. I added a failing test.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-03 Thread SirVer
Review: Approve

You missed one rename :). I did it for you and merged.
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