[Scummvm-devel] Alternate input method for lure
Paul Gilbert
paulfgilbert at gmail.com
Sun Dec 23 04:36:37 CET 2007
On Dec 23, 2007 8:31 AM, Max Horn <max at quendi.de> wrote:
>
> Am 17.12.2007 um 14:12 schrieb Kostas Nakos:
>
> > What all these mean is that by keeping the standard, original
> > method for
> > selecting items from a lure popup (right click to pop, drag to scroll,
> > left click to select) is cumbersome and distracts heavily from the
>
> My order of preference would be:
>
> 1) Just make this the default behavior on all systems. Without having
> tried it, it seems to be more sane (at least to "modern day" computer
> users) than the original one, so deviating from the original engine
> should be fine. Plus, if we behave uniformly across all ports, that
> improves the user experience when switching platforms. It also makes
> support easier, as we don't have to first figure out which input
> method is active.
>
I have no objections with variations from the original if we want to keep it
consistant across all the platforms - my only concern is whether all
possible lists will always fit on-screen. The list of possible rooms to go
to for a "Go To" command to Ratpouch can get up to about 20 entries, and the
list of possible items for an "Ask For" command is likely to get large too -
someone with some time needs to play all the way through on 'full display'
mode and determine whether all the lists will always fit on-screen.
PS 2. Another hiccup of lure is the hiding of the mouse cursor when
> input is required. This is unfortunate for emulated-pointer devices and
> is being dealt with (ongoing).
If there are still any inputs that are hiding the cursor on the PDA, let me
know and I'll adjust them - I already have several points that check whether
the system is supporting a virtual keyboard, and if so keep the cursor
active.
> PS 3. When popping up the status dialog in lure, the engine hangs in
> wince (inside doStatus()). Possibly an alignment issue, still working on
> it.
>
The doStatus() problem should be fixed in the latest builds.
Paul.
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