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(discussion with SEV on points no. 4 and 6 from the key mapper features list, reinstalling the software)
 
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Today I have cleared the 2nd and 3rd point from the requirements list, in course of that work no. 7 was also partially cleared.  I have been actively working on No. 1 today. Item 5 is not big and will be implemented in the course of work on no. 1. With regards to no. 4, I have fixed key mappings save/load functionality to save the mappings under the specific game domains.
Today I have cleared the 2nd and 3rd point from the requirements list, in course of that work no. 7 was also partially cleared.  I have been actively working on No. 1 today. Item 5 is not big and will be implemented in the course of work on no. 1. With regards to no. 4, I have fixed key mappings save/load functionality to save the mappings under the specific game domains.


== 2007-08-2 (Thursday) - discussion with SEV on points no. 4 and 6 from the key mapper features list, reinstalling the software ==
== 2007-08-02 (Thursday) - discussion with SEV on points no. 4 and 6 from the key mapper features list, reinstalling the software ==
Today I have talked to SEV about the place where to define the engine and game actions. They will be defined in the game data files and retrieved using common/advancedDetector.cpp static void updateGameDescriptor(). The key maps storing algorithm is as follows:
Today I have talked to SEV about the place where to define the engine and game actions. They will be defined in the game data files and retrieved using common/advancedDetector.cpp static void updateGameDescriptor(). The key maps storing algorithm is as follows:
* in order to save a mapping we need to store a key and an action;
* in order to save a mapping we need to store a key and an action;
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Here are the SEV's comments regarding the key map sets (for Indiana Jones fighting, i.e.):
Here are the SEV's comments regarding the key map sets (for Indiana Jones fighting, i.e.):
<_sev> I recommend to show those sets on tabs in keymapper dialog
I recommend to show those sets on tabs in keymapper dialog: it's simple to implement and will not clobber your output. In 90% of cases there will be a single set but rest 10% belong to quite important set of games:
<_sev> it's simple to implement and will not clobber your output
* indiana jones -> fighting
<_sev> in 90% of cases there will be a single set
* gobliiins -> password entry
<_sev> but rest 10% belong to quite important set of games:
There also should be way to disable all mappings temporarily, say, when user uses predictive dialog.
<_sev> indiana jones -> fighting
<_sev> gobliiins -> password entry
<_sev> there also should be way to disable all mappings temporarily
<_sev> say, when user uses predictive dialog
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