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Difference between revisions of "User:Buddha^/GSoC2007-ProjectDiary"

Added done work on 2007-07-03.
(Added done stuff on 2007-07-02.)
(Added done work on 2007-07-03.)
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checked out branch-0-10-0 so I might commit the Gold Rush intro workaround
checked out branch-0-10-0 so I might commit the Gold Rush intro workaround
to it too in addition to the trunk. Tomorrow I'm going to do some work too ;-)
to it too in addition to the trunk. Tomorrow I'm going to do some work too ;-)
== 2007-07-03 (Tuesday) - First workaround backport and Amiga style menus prove a little bit problematic ==
Backported the Gold Rush intro skipping bug's workaround to the 0.10.0 branch.
Investigated ScummVM's AGI engine's menu system a bit. It's not without its difficulties
though, as in Amiga AGI games in a selection box there is no concept of a currently
chosen element unless you go and click on them with your mouse. In ScummVM's AGI engine
there always is a chosen element in a selection box by default. It wouldn't be very
intuitive e.g. if you had an orange button (Currently chosen) on the left and a red
button on the right and you'd press right to change the selected button and the left
button would change color to green and the right button would change color to cyan.
How would you know which of the buttons is the currently chosen one and which is not
if you didn't know about the color coding beforehand?
So I've got two ways to make the Amiga style menus happen:
* Make it so that you have to click on things with your mouse (Or whatever emulates a mouse) because that's the way Amiga AGI games did it.
** This would get around the problem of not knowing what button is selected based on the button's color as you'd have to go and click on the button you want to press.
** This would also be more faithful to the Amiga AGI games as they did it this way (At least as far as I know).
** This would change the usability of the ScummVM's AGI engine in Amiga mode because now you'd have to click on things to press them.
** Probably a bit harder to implement than the latter approach.
* Make somehow apparent which of the buttons is currently selected (E.g. draw a black border around the chosen button).
** This also would get around the problem of not knowing what button is selected as you'd see it by the chosen button's obvious border coloring (Or whatever method would be used).
** This wouldn't be completely faithful to the Amiga AGI games as they didn't have a currently chosen button as far as I know.
** This wouldn't change the usability of the ScummVM's AGI engine from its current state.
** Probably a bit easier to implement than the former approach.
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