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Slick Forums • View topic - [IDEA] Adding a class to simplify control configuration

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PostPosted: Tue Jul 17, 2012 6:42 pm 
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PostPosted: Sun Jul 22, 2012 3:15 pm 
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Wow, still no comment on this (and some of my other posts). It seems the forum is close to dying due to almost no activity. :|
(Maybie we should ask java-gaming.org if they harbour us (Slick, TWL, ..) in a real sub forum. They already have syntax highlighting, more activity and most of us are probably already registered there.)

Oh.. went off-topic there.. Please give me some feedback. :)


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PostPosted: Sun Jul 22, 2012 5:34 pm 
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I would say no. I don't even use these control-thingies. This controll stuff was always some util stuff imho.

Also, the thing with the HashMap can be found anywhere in Slick2D. This was done to make Slick2D useable in Java 1.4 and lower since those does not have type-safty. We no have 1.5 (or 1.6) as target, so eventually all HashMaps should be changed.

If you want to save the configuration, why would you want to use Serializable? Imho you should use a Property file for that or your own saving... But I also thought Serializable was good before I just switched to streaming, where I only save the IMPORTANT information (afair. Java saves extra bytes for packages and such)

For naming, you should use toString. toString should serve as a reprensentation (right?). So just override it and use it :)

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PostPosted: Mon Jul 23, 2012 12:04 pm 
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PostPosted: Sat Aug 04, 2012 3:57 pm 
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Is there no interest in (discussion about) adding this to Slick2D or what is the matter? :|


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PostPosted: Mon Aug 06, 2012 8:32 am 
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Hello,

for my part, I sadly fail to see the use of this addition. Keep in mind that Slick2D is currently already extremely bloated, filled with features that are partly entirely unused/unusable.

At the end I think this way:
"Small" games don't have configurable controls. At least I do not know any and in most cases its not useful to allow the controls to be altered, since it makes the whole code more complicated.
Larger scale games that implement such features usually implement this in a very application specific way, leading to your work to be not usable again.

I am not saying that no one will ever use your work, but I do not thing that it should be part of the core of Slick2D as there are limited cases where your addition will be needed.
I suggest you develop and publish your work as a extension to Slick like there are so many others. This way developers can choose if they need your addition or not.

Regards,
Nitram


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PostPosted: Mon Aug 06, 2012 12:59 pm 
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PostPosted: Mon Aug 06, 2012 1:35 pm 
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This is very "game specific" stuff. Slick2D isn't supposed to encompass every single aspect of making a game; if you want those high-level features then it would be better suited as an extension.

This is my 2c. There are already bugs with Slick, and adding more layers of complexity will mean adding more need for maintenance. If you want to contribute to Slick, the best thing to do would be to send us pull requests that fix some of the bugs or longstanding feature requests.


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