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Posted: Wed Mar 17, 2010 5:31 pm
by Vadi
I'm wondering if there's any interest in having Geyser support animations as well?

I sort of already started, see ... tion#p2707. Just a demo right now which I'll eventually turn into a moving gauge for my Lusternian Mudlet system, the demo shows several possible ways to do it - of which I think a permTimer that is enabled/disabled is best as that has the least CPU usage (other methods include chaining tempTimers or creating all tempTimers necessary, one for each frame, at start).

So, if animations are a go, that'd be a rather large topic and would definitely improve the quality of uis.

Re: Animations

Posted: Wed Mar 17, 2010 7:37 pm
by Vadi
I've also remembered that Qt 4.6 touted an animations framework: ... -framework

Maybe that could be evaluated, but that'd require Lua bindings for those functions.

Re: Animations

Posted: Wed Apr 08, 2015 9:22 pm
by Nebeu
I'm intrigued. How would I go about writing Lua bindings for this? And would it require I build Mudlet myself or is it something I can manage without. I think it goes without saying I'm fairly new to this, but I'd really enjoy something more to work on/learn.

Re: Animations

Posted: Sat Apr 25, 2015 8:48 pm
by Vadi
We're on Qt5 now which has QML - it's a big effort though to architecturally fit it within Mudlet and a QWidgets-based app. Would be a fun thing to do though and if you succeed, Mudlet would really benefit.

Re: Animations

Posted: Sun Apr 26, 2015 9:17 pm
by SlySven
Isn't the QT QTimeLine Class something which might have some use here - I recall finding it in passing and wondering whether it could be utilised in a new "Replay" engine that could be wound back, paused or looped for script testing amongst other things...