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Difference between revisions of "Talk:Small Devices Backend"

Reply couple questions
(Reply couple questions)
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* Could use existing code from https://sourceforge.net/tracker/index.php?func=detail&aid=1325302&group_id=37116&atid=418822 -- [[User:SumthinWicked|SumthinWicked]] 22:28, 10 Dec 2005 (UTC)
* Could use existing code from https://sourceforge.net/tracker/index.php?func=detail&aid=1325302&group_id=37116&atid=418822 -- [[User:SumthinWicked|SumthinWicked]] 22:28, 10 Dec 2005 (UTC)
* Maybe we should name it Limited Devices Backend, as some devices like PS2 are hardly small? -- [[User:SumthinWicked|SumthinWicked]] 22:28, 10 Dec 2005 (UTC)
* Maybe we should name it Limited Devices Backend, as some devices like PS2 are hardly small? -- [[User:SumthinWicked|SumthinWicked]] 22:28, 10 Dec 2005 (UTC)
** To avoid this confusion I propose to name this backend "gadget". Any thoughts? [[User:Sev|Sev]] 22:20, 19 Jan 2006 (UTC)
* Name aside ;) how far down do we need to go? When you start to break oSystem down more and more like this you’re treading a fine line from creating a sub-set (with defined limits) and extending the whole backend into bloat territory (the old adage of all things for all people). A lot of this could benefit any platform, PS2, why not XBOX, older PC’s etc. etc.  - Still, that aside I think some abstraction for more ‘lightweight’ devices is a very good idea (as I have for a long time). I believe the SDL backend would be the ideal starting place for this and some global defines to keep this out of the main code are a must. Maybe just some common API’s for things like virtual keyboards, splash screens etc. slipped into a sub-set of oSystem are the ideal starting point. Under the banner of ‘lightweight’ devices. Add more of this concept in as the framework starts to take shape. I guess it has to start somewhere. -- [[User:DJWillis|DJWillis]] 20:58, 14 Jan 2006
* Name aside ;) how far down do we need to go? When you start to break oSystem down more and more like this you’re treading a fine line from creating a sub-set (with defined limits) and extending the whole backend into bloat territory (the old adage of all things for all people). A lot of this could benefit any platform, PS2, why not XBOX, older PC’s etc. etc.  - Still, that aside I think some abstraction for more ‘lightweight’ devices is a very good idea (as I have for a long time). I believe the SDL backend would be the ideal starting place for this and some global defines to keep this out of the main code are a must. Maybe just some common API’s for things like virtual keyboards, splash screens etc. slipped into a sub-set of oSystem are the ideal starting point. Under the banner of ‘lightweight’ devices. Add more of this concept in as the framework starts to take shape. I guess it has to start somewhere. -- [[User:DJWillis|DJWillis]] 20:58, 14 Jan 2006
* What's a "splash screen" in this context?  I don't remember ever seeing a splash-screen (as I know it, atleast) in a ScummVM port. -- [[User:JoostP|JoostP]] 13:14 in some random timezone, 18 Jan 2006
* What's a "splash screen" in this context?  I don't remember ever seeing a splash-screen (as I know it, atleast) in a ScummVM port. -- [[User:JoostP|JoostP]] 13:14 in some random timezone, 18 Jan 2006
** It is used by at least GP32 port now, but as we already discussed is completely optional even there. What I could mean here is that form Nokia770 I will need some kind of "pause" screen when it will go to windowed mode and window decorations, e.g. close/minimize buttons will be visible. In this case area will be some non-standard 672x396, so game graphics should be turned off, and some logo/graphics with "Continue" button should appear. [[User:Sev|Sev]] 22:20, 19 Jan 2006 (UTC)