Good vs. Evil

lenscas

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Jul 31, 2013
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1 Some behind the scenes change maybe?
No, as I only updated 2 crates so far and both have been several days ago.

I guess it has to do with that I increased the amount of random numbers I need which may have changed how they get generated.
 

duckfan77

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Mar 18, 2013
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50 That could be, compiler inlines/optimizes things differently since it's used more often so it makes more sense to keep it out of the individual files or something.
 

lenscas

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49 and when working on the shop this shit happened:

I think its time to see if I can bind another gui library so I don't have to use Immi. Especially considering Immi hasn't been updated in at least a year and only has a button and 2 types of progress bars.
Also, needed to write a lot of wrapper code for Immi anyway as normally you need to create 3 objects just so you have the object that you can use to draw on.
 

lenscas

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51 currently writing the bindings so I can use conrod inside quicksilver.

remapping an enum containing 158 entries wasn't fun.....lets hope I did it correctly....
 

duckfan77

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50 "Hey, duck, can you deploy and test some code for us? The dev is on a plane and out of contact." goes to look at github and sees most recent update was several months ago. So... I wrote the code myself.
 

lenscas

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51when I started writing the conrod bindings I decided to be cute and just map everything even stuff that I don't need just in case I decide to make this part a separate crate.
Controller support is one of those things because I am not sure what would be more confusing. It doing nothing as supposed to it doing the wrong thing?
Code:
pubfntranslate(key : quicksilver::input::GamepadButton) -> u8 {
use quicksilver::input::GamepadButton::*;
match key {
 FaceDown=>0,
 FaceRight=>1,
 FaceLeft=>2,
 FaceUp=>3,
 ShoulderLeft=>4,
 ShoulderRight=>5,
 TriggerLeft=>6,
 TriggerRight=>7,
 Select=>8,
 Start=>9,
 StickButtonLeft=>10,
 StickButtonRight=>11,
 DpadUp=>12,
 DpadDown=>13,
 DpadLeft=>14,
 DpadRight=>15,
 Home=>16,
 }
}