Python Performance and Interface Overhaul (PPIO)

If we could figure out how to widen this it would be amazing. Platyping did it but he wasn't working with BUG and said that was part of the problem but DH says it isn't. I really don't know.
It is not really defined as a tooltip, it is defined as a panel.
To resize it; I would need to know the name of that panel, the string that ID it, but that is hidden within one of the .pyd files. They are two quite different kind of objects to the .exe.
I can decode the .pyc files but they didn't reveal to me any opportunity for how to resize it even though they all have functions that deal with interface.
 
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There seemed to be numerous places where parameters were being asked for to define the width of the tooltip but changing them had no effect so we aren't using the stock normal tooltip somehow I think.
 
There seemed to be numerous places where parameters were being asked for to define the width of the tooltip but changing them had no effect so we aren't using the stock normal tooltip somehow I think.
One can use this to change the help panel's x and y position as well as font type and font justification. The first parameter (width) and the last parameter (Min.Width), is completely ignored by the .exe completely.
screen.setHelpTextArea(100, FontTypes.GAME_FONT, 4, yRes - 158, -0.1, False, "", True, True, 0, 0) one can delete all instances of this command in all the python but the help text will still appear. One can, as I said, call this function to reposition the help text panel.
The .exe (Or the .pyd files) initialize this panel when you start/load a game.
 
One can use this to change the help panel's x and y position as well as font type and font justification. The first parameter (width) and the last parameter (Min.Width), is completely ignored by the .exe completely.
screen.setHelpTextArea(100, FontTypes.GAME_FONT, 4, yRes - 158, -0.1, False, "", True, True, 0, 0) one can delete all instances of this command in all the python but the help text will still appear. One can, as I said, call this function to reposition the help text panel.
The .exe (Or the .pyd files) initialize this panel when you start/load a game.
I'm not sure either if its the exe or pyd files but I suspect it cannot be the exe because platy figured out how to get it to work so the original setup didn't act this way. What you just said was basically the same thing I said above just in a more specific manner so we're in agreement here. I don't know anything about .pyd files myself. I've seen nothing in the .dll about any of this stuff and I've looked.
 
Oh... another issue.

In traits xml there is a boolean, bCivilizationTrait. Can we divide the traits into two lists for the pedia? One for Civilization Traits (that have the bool in use) and one for Leader Traits (the default)? That would be hugely appreciated by me and I'm sure by the players as development goes on further.
 
I'm not sure either if its the exe or pyd files but I suspect it cannot be the exe because platy figured out how to get it to work so the original setup didn't act this way. What you just said was basically the same thing I said above just in a more specific manner so we're in agreement here. I don't know anything about .pyd files myself. I've seen nothing in the .dll about any of this stuff and I've looked.
Have platy released a mod where it has been widened, I would like to inspect what he changed?
.pyd files are basically shared libraries (.dll files). they are python code compiled in C, as I understand it they are the glue between pure pthon and C in Civ.
In traits xml there is a boolean, bCivilizationTrait. Can we divide the traits into two lists for the pedia? One for Civilization Traits (that have the bool in use) and one for Leader Traits (the default)? That would be hugely appreciated by me and I'm sure by the players as development goes on further.
Sure.
 
Have platy released a mod where it has been widened, I would like to inspect what he changed?
Yes and he showed screenshots here somewhere. Unfortunately I have no idea which one or which threads that was discussed in.
 
Yes and he showed screenshots here somewhere. Unfortunately I have no idea which one or which threads that was discussed in.
No matter, you mentioning a problem related to BUG made me investigate some BUG python. I found some interesting code that made me more optimistic about the possibility of widening it.
 
No matter, you mentioning a problem related to BUG made me investigate some BUG python. I found some interesting code that made me more optimistic about the possibility of widening it.
Oooo... cool! Pays to recall what one reads around here doesn't it? Good luck brother!
 
Spoiler Success :
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I sat a maximum width of 1/3 of the screen. Edit: Now changed to 2/5 of the screen.
 
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I assume the fix for the Subdued Animals problem got postponed due to your other engagements? Just wondering, I don't mind the wait for a proper product,
 
Yeah, I met some speedbumps when making the hover text panel wider, I only managed to make some of them wider, but I've involved Thunderbird (our "dll C++" man) and we think we have found a way to stop the exe from making any hover texts so that we can make them all in python without getting two overlapping help panels.
Sorry for the delay.
 
It's okay, also means I won't be adding to your workload with bugs :p :D hope things gets cracked soon, the more we can get away from the Exe the better :)
 
Is this mod spreading out from just a pedia mod? If so perhaps it should be made an SVN branch? My understanding is that if it is done that way it can be merged back into the main mod easily but I may be completely wrong about that.
 
Is this mod spreading out from just a pedia mod? If so perhaps it should be made an SVN branch? My understanding is that if it is done that way it can be merged back into the main mod easily but I may be completely wrong about that.
Atm. I'm working on the main interface, so yeah it's spreading out to be more of a general interface modmod.
I don't know about SVN branching, but I don't feel it currently would be hard to merge it with the SVN if we decide to do that one day.
 
It is more the point that I am going to be doing some stuff on the UI as well and I don't want to clash.
You do your thing and I'll adapt my modmod to any changes you make.

But we might want to exchange some info on what we're doing though.

Are you mostly working on splitting the code into smaller modules in the form of new py files and more smaller functions?
This would clash somewhat with what I'm doing as I'm rewriting a lot. I'm also widening the left and right panel in cities based on resolution, it won't affect the smallest resolution but they will be wider on all the other resolutions.

But if you are adding some new function or changing how specialist are displayed there will be no clash. I'll just adapt my modmod to include your changes and respect the way you want them to be.
 
Both unfortunately. I am redoing the Civics Screen with the intent of making changes to the other screens also. The work on the Specialist part of the City Screen will require splitting up the main interface code but should end up with just the coordinates being passed from the main code so changing the width of those side panels should not be an issue.
 
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