rowett wrote: July 27th, 2020, 12:25 pmQuestion: can you think of any cases where you'd want the controls locked when you're using Waypoints without camera controls (X, Y, ZOOM, AUTOFIT, ANGLE)?
I can't seem to think of any real use cases. My difficulties have all been with things that are locked when I wish they were unlocked.
There have been a few times when I wanted a NOGUI type setting but still wanted a waypoint script to run, so that LifeViewer would just basically look like an animated GIF. That might have mostly happened just before April 1, though!
Code: Select all
x = 1, y = 1, rule = Life
2o$2o!
#C [[ AUTOSTART PAUSE 2 "If I want the controls to be unavailable," T 10 ]]
#C [[ PAUSE 2 "maybe just permanently\nhiding them is good enough." T 20 ]]
#C [[ PAUSE 2 LOOP 40 AUTOHIDEGUI ]]
In throwing together scripts for Golly's Rakes folder, one of the things I tried to worry about was that what the author of a waypoint script wants to show ... may not be what a LifeViewer user actually wants to see. So I tried to do more "explorable" patterns than locked-up fixed-view animations.
Along the lines of "exploration", I guess I'd be pretty happy if there was a way to override the waypoint engine's control over the view -- e.g., define a flyover path but have it be just a suggestion, and the user could pan and zoom as they please, and then maybe hit some "cancel override" button to go back to the regularly scheduled programming.
There's one other vaguely relevant idea that's been coming up, which also is just thinking out loud not a real feature request. I tend to run into trouble building the later parts of a long waypoint script -- the build-and-test cycle just starts taking too long. So I have to deliberately break longer and longer sections of the script so that it runs faster to get to the part I'm debugging. Would ideally like to be able to drag a slider bar or something to jump directly to the part of the script I want to see, basically as if it was just a normal video.
... Yeah, I'm aware that for some waypoint scripts a slider bar might imply an unworkable amount of simulation. But a lot of times LifeViewer could really jump to any point in the animation pretty much instantly.
Speaking of which, wasn't there some script command that told LifeViewer to start displaying only after running to some preset T value -- e.g., to fill in LifeHIstory cells? Or did I just imagine that?