[Scummvm-devel] Virtual keyboard work: Request for ideas.

Max Horn max at quendi.de
Mon Jun 8 23:16:35 CEST 2009


Am 08.06.2009 um 22:15 schrieb Johannes Schickel:

> John Willis wrote:
>> Someone else will have to look at that, way out of my league ;-).
>>
>> The other thing I have found (and would appreciate some thoughts on  
>> as I try
>> and debug) is that some games (not the whole engines per-say) such  
>> as Monkey
>> 2 (in the copy protection screen), Lure (save dialogue), Sky (save
>> dialogue), RTZ (save dialogue) seem to only support taking the 1st  
>> event off
>> the queue and chucking the rest when the keyboard is closed rather  
>> than
>> taking and processing all events in the queue.
>>
>> A good way to show this is in MI2 with the copy protection screen,  
>> you have
>> to show virtual keyboard, select 0, close, show, 0, close etc. etc.  
>> rather
>> than being able to just select 0, 0, 0, 0 and close.
>>
>
> Well IMHO the virtual keyboard should be useable while the game is
> running, like it's for example in the WinCE keyboard. I tried the vkbd
> code on my desktop once and found it most annoying having to close the
> keyboard before the input is processed. I guess one of the problems  
> here
> is currently when the overlay is visible no game graphics can be  
> updated.

I agree on all points, including the analysis of where the problem  
is :).

Not all devices might be able (due to CPU resources) to show the  
keyboard while the game keeps running, but it would be nice if it was  
at least *possible* to do so.

So, we'd need a "true" overlay, which works even while the game  
graphics changes... Not a small task, I am afraid, but certainly wold  
be highly useful.

Bye
Max




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