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Re: [Enigma-devel] Sidebar: How should this be done?
From: |
Pipeline |
Subject: |
Re: [Enigma-devel] Sidebar: How should this be done? |
Date: |
Sun, 2 Mar 2008 14:45:32 -0500 |
Thanks, i got it working... but i had to revert your changes back to
default display.cc or else game area would stay left justified.
So with default display.cc :
int screenw = vidinfo->width;
int screenh = NTILESV * vidinfo->tile_size
... and hacked resolution in video.cc :
{
VM_640x480, 800,
480, // id, w,
h
32,
VTS_32,
// tilesize,
tiletype
"640x480", "VGA", "4:3", //
name, fsname, fs
only
"models-32.lua", "gfx32/", // initscript,
dir
Rect
(0, 0, 800, 480), //
display
area
0,
0,
// menu background image offsets
120, 78,
"",
// thumbnail
size/extension
Rect (80, 0, 640,
416), // game
area
Rect
(80, 416, 640, 64), //
statusbar
area
Rect
(90, 425, 117, 43), // time
area
Rect
(180, 425, 30, 43), // moves
area
Rect
(232, 433, 490, 52), // inventory
area
Rect
(230, 434, 475, 35), // text
area
true,
true,
// available window,
fullscreen
"-0-","-0-"
// fallback modes window,
fullscreen
},
Both game and status bar area are centered.
Does this mean our changes to support 840x480 will be localized to our port or
am i missing something that would be useful in svn?
Well whatever the result, that ended up being
easier than i thought it would be, and we already have a version that
(along with upstream improvements still in store) would make for good 1.10 so
feel free to suggest other improvements. While i prefer the
simpler/cleaner ui we have now if you want to test with on screen regions that
might be good (especially if i can turn off). I have no experience with
touchscreen coordinates, but i was expecting them not to match up with pixels...
perhaps sdl will convert them, but our current use of touchscreen as input
device relies only on 'relative' coordinates, hence my patch to disable on first
mousedown.
----- Original Message -----
Sent: Sunday, March 02, 2008 12:37 PM
Subject: Re: [Enigma-devel] Sidebar: How should this be done?
Hi,
ok, you conviced me that a first version of this will
not add anything to the
game area. I can think about buttons later on
...
But what problems do you have? After fixing
GameDisplay::resize_game_area in
display.cc i can move the statusbar and the
gamearea whereever i want without
having any artefacts. I haven't run this
on maemo yet, but do this directly
in a 800x480 window under stock ubuntu,
but i don't expect this to have an
impact on the
display.
Till
Am Sonntag 02 März 2008 schrieb Pipeline:
>
Hey... thanks for looking into this Till. I was thinking it would be
nicer
> to have the game centered and the status bar either centered or
full width.
> I dont even think on screen controls are that important but
i'm sure
> someone out there might want them. If you did want to do
them you would
> have to modify the client.cc Client::handle_events to let
SDL_MOUSEBUTTON
> pass through and handle 'hits' within your screen
regions and depending on
> which region, send commands such as the
keybinds do (in on_keydown)
> rotate_inventory(+1),
server::Msg_ActivateItem(), etc. This would
> interweave with code i
wrote to disable first mousedown for movement
> purposes so you'd have to
allow that first mousedown if in your region.
>
> I really would
want the screen centered and would hate to have to code
> separate version
for that, but i realize this raises more problems with the
> existing
codebase. Can enigma developers advise on simple, minimalist
>
changes to get status bar working centered or at fixed offsets? I
have
> tried modifying video.cc video_modes to change those regions but
either im
> not using correct values (they are xorig, yorig, width, height
right?) or
> its the text scrolling issue which doesnt observe them
because there are
> display artifacts when this happens.
>
>
The benefits of widescreen are enormous in the level browser area,
however
> in the game area i am mainly interested in allowing stylus input
throughout
> the entire surface area. The game looks great centered
its just status bar
> offsets and repaints keeping it from being
perfect. I intend to look more
> into this soon but since this might
affect Tills current ideas perhaps
> someone knowlegeable on this could
advise?
>
> Thanks-
> Dave
>
> ----- Original
Message -----
> From: "Till Harbaum / Lists" <address@hidden>
> To: <address@hidden>
>
Sent: Sunday, March 02, 2008 8:51 AM
> Subject: [Enigma-devel] Sidebar:
How should this be done?
>
> > i've made enigma use 800x480 for
maemo. The menus etc are working fine
> > and the
> > gamearea
and statusbararea are currently 640 pixels wide and left
> > aligned.
I've added a sidebararea to the right of this filling the right
> >
160x480 pixels. For now this has a background like the menus have and it
>
> has the enigma logo on top.
>
>
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