[Scummvm-devel] State of the SCUMM: Please read.
Marcus Comstedt
marcus at mc.pp.se
Fri Oct 18 07:04:03 CEST 2002
Max Horn <max at quendi.de> writes:
> > and where the background is supposed to shine through.
>
> The dialog background is semi-transparent, but the background of
> e.g. buttons is not. At least in theory :-)
And how is the backend supposed to know which parts are "dialog
background" (and thus should be semi-transparent) and which parts are
"button background" (and should be non-transparent)? With RGB565
format, there's no room for alpha info.
Right now, I'm treating the entire overlay as non-transparent, so it
completely obscures the background graphics, giving everything a
black background.
> > Oh, and is the overlay supposed to follow the "shake_pos" or not?
>
> I am not sure what it is "supposed to be" myself. In the SDL backend
> the overlay follows the shake position, i.e. it is always positioned
> in the same spot relative to the game graphics. Since shaking is
> frozen while the GUI shows up, neither approach makes much of a
> difference.
It affects the cursor vs graphics relative positioning, I think.
(Both the cursor and the background are affected by shaking, so having
the overlay not affected by shake_pos would put the cursor at an
offset wrt the overlay if shake_pos != 0. Probably. :)
> No the usage logic for the dialog is queer. We are going to change
> this. For now, select an item, then press return (this starts edit
> mode), then press return again to save. Double clicking an item will
> load it. Of course this is quite counter intuitive and is another
> thing that I want to change ASAP (Endy's suggestion for how to do it
> sounds quite reasonble).
Ok, I'll try it when I get home.
// Marcus
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