Ah ok. I commented on the DRG thread before I saw your post here, but like I said over there I have UI almost ready to go. Just need to make the appropriate calls to your code and test/polish.

Ah ok. I commented on the DRG thread before I saw your post here, but like I said over there I have UI almost ready to go. Just need to make the appropriate calls to your code and test/polish.


Hello hello,
0.4.3 has been released.
It contains the DRG jump/ssd fix, as well as a decent code revamp, but most importantly, has documentation!
...for some of it. The core parts that are exposed as public members, at least. If you have any more questions about undocumented aspects of the code let me know.
Also included in the /Samples/ folder is the entire UI (its very small) that I created. It is somewhat commented and should give you a reasonable idea of how to hook your own UI into it.
Note: casting event is currently unused and won't ever fire.
Enjoy!
https://mega.co.nz/#!s89GzAqD!vvX7xw...xshvYCUipH3-to
Have you tried implementing Heavens UI for your Sim?
EDIT: based Kim dotcom


I would imagine it would be heavensword that would implement his UI for my sim.
Oh uh, for people unfamiliar with programming, the simulator is a set of libraries.
Anyone who wants to can write their own UI, so I don't need to implement his UI, he just needs to call my libraries. Maybe that makes more sense.
They can be developed separately and then used concurrently. As long as the public API does not change all that needs to happen is calling updated libraries if/when they are updated.
Last edited by pandabearcat; 07-18-2015 at 03:16 AM.

Right. I've been making a stub UI while panda has been refactoring and commenting his library. Basically have dockable/undockable panels for navigating and editing the rotation scripts along with an output panel for the actual sim. I plan to support the basics first like saving/loading/creating rotation scripts and exporting output. I'd like to get some basic syntax highlighting to make reading the script easier and of course would like to add more features and polish as things progress.
When panda says his stuff is ready, I just need to grab the new DLL and read his docs to see what functions I need to call and what to pass them.


Hmm, if you want to get syntax highlighting for the script working, you might want to look at how Irony's grammar explorer does it.
However, I broke the highlighting when I added the AST nodes, so whomp whomp. Might be easier than doing it yourself from scratch.
Download Irony source, set the executable project to GrammarExplorer, build and then run the program. In the program, click the ... and add SimFF.Parser into the program, it should automatically load the grammar.
Then load or type in a sample script and it will generate the parse and AST trees for you.


Update on behind the scenes work, I've started converting a lot of the hardcoded stuff to allow it to be scripted.
The upside to this is that if hotfixes or other things happen, only things that need to be updated are some text files and you will not need to compile and I will not need to release a new build.
Downside is a performance hit, but the sim is already plenty fast, and the latest changes are all on startup performance hits, not trial-based hits (in laymen speak, its a fixed cost rather than variable, and very small at that since it isn't being run on the order or ~1-10 million times).
I have a plan in mind but I have to write 2 more grammars as well as rewrite the ability code (and add in the new ability database text files) so this will be a fairly long undertaking.

Understood; I may just mock some calls for now to test parts of the UI and continue on my way. Will continue to check this thread for updates.
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