On Tue, May 31, 2016 at 4:04 PM, Kai Sterker <kai.ster...@gmail.com> wrote:

Good progress yesterday. Main menu and intro sequence are working up to a
> point. There seems to be a memory corruption with the speech bubbles, so it
> crashes. But I think I know where to look in order to fix that.
>
> Other small issues that need fixing are
> * filling surfaces with the mask color (FF00FF) does not make them
> properly transparent.
> * text input needs to be specifically enabled by calling
> SDL_StartTextInput when a input field receives focus (and stopped again
> when done)
>

Memory issues and rendering glitches all sorted out. Text input working
same as v0.3, though code is now also closer to what v0.4 is doing.


> * switching between Window and Fullscreen must be implemented
>

That'll be today's task, together with introducing the Letterbox mode and
some provisions for multi-monitor setups (should be able to at least pick
the display on which to go fullscreen).


> * some flickering while scrolling needs tracking down
>

I am wondering if this has something to do with flipping the render buffer
at the wrong time. So I am thinking about enabling VSync and upping the
framerate from 50 to 60. Since on my new PC it only takes about 1% CPU on
average, that shouldn't be too bad ;-).


There is one larger task related to the text rendering, due to a change in
> the scaling implementation. [...] I guess that returning to the v0.3 way of
> scaling everything upfront is the better approach. While this makes scaling
> a bit less elegant, it'll avoid unnecessary complexity elsewhere.
>

That'll be the task for the weekend, although in reality it should not
require that much effort. I also need to make a few small adjustments to
how the individual glyphs are drawn, as right now they use masked surfaces
and require recreating the whole texture after any change. Converting them
to RGBA upfront still requires one surface-to-surface blit when drawing
each letter, but no longer requires converting the mask to an alpha channel
afterwards.


Otherwise, played for a bit, watched the extro again and things are looking
good with SDL2. Glad I did the change, as that really helps in
future-proving Waste's Edge for the next decade :-).

Kai
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