I guess we should probably do that too. Older games don't use "input string" but input text based scan codes. I see that the android-onscreen keyboard can be shown without pausing the program, and SDL will apparently translate the text into keypress events (how on Earth does that work with autocorrection?).
However I don't much like the idea of allocating screen space to a button which is of no use to 98% of games. On 9 June 2013 05:50, Seth Hetu <[email protected]> wrote: > You could also just add a "show keyboard" button to the holo-bar when > the application starts, since SDL "fuzzes" out these menu buttons > anyway (see my screenshots for the fuzzy effect). Then the user could > trigger the soft keyboard whenever they want. Obviously not ideal for > text input, but it might be a good fail-safe. > > -->Seth > > On Sat, Jun 8, 2013 at 1:42 PM, Ralph Versteegen <[email protected]> wrote: >> On 9 June 2013 04:00, James Paige <[email protected]> wrote: >>> On Sat, Jun 08, 2013 at 09:01:20PM +1200, Ralph Versteegen wrote: >>>> On 8 June 2013 02:26, James Paige <[email protected]> wrote: >>>> > On Fri, Jun 07, 2013 at 09:12:35PM +1200, Ralph Versteegen wrote: >>>> >> On 7 June 2013 03:05, James Paige <[email protected]> wrote: >>>> >> > On Thu, Jun 06, 2013 at 07:52:15AM -0700, James Paige wrote: >>>> >> >> On Thu, Jun 06, 2013 at 01:35:03PM +1200, Ralph Versteegen wrote: >>>> >> >> > On 6 June 2013 04:53, James Paige <[email protected]> wrote: >>>> >> >> > > I was experimenting with the Android build a little. It runs >>>> >> >> > > really nice >>>> >> >> > > on the OUYA. Don't Eat Soap goes the full 18.2 fps, and bell of >>>> >> >> > > CHaos >>>> >> >> > > runs at a pretty solid 18.1 fps (on the first screen with no >>>> >> >> > > enemies, I >>>> >> >> > > couldn't jump) >>>> >> >> > > >>>> >> >> > > I change the button mappings. I figured there was no point to >>>> >> >> > > mapping >>>> >> >> > > any of the buttons to arrow keys because there is already an >>>> >> >> > > arrow key >>>> >> >> > > thingy on the left, so just for testing Bell of Chaos I mapped: >>>> >> >> > > >>>> >> >> > > AppTouchscreenKeyboardKeysAmount=4 >>>> >> >> > > AppTouchscreenKeyboardKeysAmountAutoFire=0 >>>> >> >> > > RedefinedKeysScreenKb="LCTRL LALT RETURN ESCAPE" >>>> >> >> > > RedefinedKeysScreenKbNames="CTRL ALT Enter ESC" >>>> >> >> > > >>>> >> >> > > and tested it on a Nexus 7 at work. It played very nicely. Small >>>> >> >> > > slowdown when a lot of stuff is happening, but still totally >>>> >> >> > > playable. >>>> >> >> > >>>> >> >> > Cool! >>>> >> >> > >>>> >> >> > > One thing I have noticed on all three of the devices I have >>>> >> >> > > tested is >>>> >> >> > > that the screen only takes up the top left corner, and that >>>> >> >> > > there are >>>> >> >> > > black spaces on the right and bottom, like this: >>>> >> >> > > http://i.imgur.com/O7F3NxB.jpg >>>> >> >> > > >>>> >> >> > > I tried setting: >>>> >> >> > > >>>> >> >> > > SdlVideoResize=y >>>> >> >> > > >>>> >> >> > > But it seemed to make no difference. (and I did remember to >>>> >> >> > > increment >>>> >> >> > > AppVersionCode) >>>> >> >> > > >>>> >> >> > > --- >>>> >> >> > > James >>>> >> >> > >>>> >> >> > If you want to try stretching the screen, modify gfx_sdl.bas. >>>> >> >> > Currently it asks SDL_SetVideoMode for a buffer the size of the >>>> >> >> > screen, and then uses the highest zoom amount possible. I did that >>>> >> >> > because on my emulator when I only asked for a 320x200 screen it >>>> >> >> > was >>>> >> >> > glitchy with the image cut up into pieces. >>>> >> >> >>>> >> >> Oh, I understand! >>>> >> >> >>>> >> >> I/OHRRPGCE(20248): gfx_sdl: screen size is 1280*736 >>>> >> >> I/OHRRPGCE(20248): gfx_sdl: selected zoom = 3 >>>> >> >> >>>> >> >> So SDL_SetVideoMode(0, 0, bitdepth, flags) returns the actual >>>> >> >> resolution, 1280*736 and then allocates a screen of that full size. >>>> >> >> Then >>>> >> >> select_zoom_automatically finds the biggest zoom that fits within >>>> >> >> that >>>> >> >> size. >>>> >> >> >>>> >> >> ... *testing* >>>> >> >> >>>> >> >> I forced the screen size to 320x200 and zoom to 1, and then >>>> >> >> recompiled >>>> >> >> with SdlVideoResize=y and it works beautifully on the Nexus 7 >>>> >> >> >>>> >> >> http://i.imgur.com/Rsghv3v.jpg >>>> >> >> >>>> >> >> Now if we can just figure out a method that works on both old and new >>>> >> >> devices, or a graceful way to pick between the two screen sizing >>>> >> >> methods. >>>> >> > >>>> >> > Just a thought on this, what if we leave SdlVideoResize=y in the >>>> >> > AndroidAppSettings.cfg and then make gfx_sdl respect the -f command >>>> >> > line >>>> >> > option on android to do a 320x200 zoom=1 screen? but when -f is not >>>> >> > specified, it will continue to use the current behavior (although we >>>> >> > probably still do want to center it rather than top-lefting it) >>>> >> > >>>> >> > --- >>>> >> > James >>>> >> >>>> >> I just tried out turning on SdlVideoResize myself, and it works fine >>>> >> on both my phone and all emulator instances. I don't know what caused >>>> >> the problem which I experienced before. >>>> > >>>> > Ah, wonderful! :) >>>> > >>>> >> I'm surprised that I can barely notice the blurriness due to the >>>> >> stretching and linear interpolation, even on text. (It's really >>>> >> noticeable when you take a screenshot and scale it up to 200% though). >>>> >> However I find the change in aspect ratio when 320x200 isstretched to >>>> >> 320x240 surprisingly noticeable; I can immediately tell that tiles >>>> >> aren't square and NPCs are skinnier. Of course the DOS versions of the >>>> >> OHR used to have exactly the same amount of stretching when played on >>>> >> the common monitors of the day ;). >>>> > >>>> > Yeah, I remember back in the DOS days I expected tiles to be non-square, >>>> > and just didn't mind because I knew the pixel count. After the Windows >>>> > port, for a while, running in Windowed mode felt strange to me because >>>> > it seemed vertically squished :) >>>> > >>>> >> So it would be nice to have an option to preserve aspect ratio (though >>>> >> I would still have it off by default I think). SDL's "perserve 4:3 >>>> >> aspect ratio" setting does just that: it causes stretching to a 4:3 >>>> >> ratio, rather than preserving the aspect ratio of the resolution the >>>> >> app actually asked for. (You can turn the option on and off in the >>>> >> config menu without having to recompile). We could either patch the >>>> >> SDL fork, or put our own black bars on the sides (calculated with >>>> >> knowledge of the real resolution) to preserve the ratio. >>>> > >>>> > Yeah, that sounds good as long as we can switch it at runtime as opposed >>>> > to compile time. What is this config menu you mention? Does the >>>> > sdl-android port have its own built-in config menu? And if so, how do I >>>> > access it? >>>> > >>>> > Oh, this also reminds me, what about summoning the on-screen keyboard. I >>>> > see there are some commands related to this in >>>> > project/jni/sdl-1.2/include/SDL_screenkeyboard.h I think we can use them >>>> > in gfx_sdl as long as we wrap them in #ifdef __FB_ANDROID___ >>>> > >>>> > I was thinking we should have a request_virtual_keyboard() >>>> > hide_virtual_keyboard() pair of commands which would do nothing on most >>>> > platforms, but on android would open/close the viertual keyboard. >>>> > >>>> > Then in game, we could call those functions when a hero is re-named, and >>>> > when the "input string" plotscripting command is used. >>>> > >>>> > --- >>>> > James >>>> >>>> Yes, that's a good idea. >>>> >>>> This would be the first instance of patching a game's scripts. We'll >>>> have to replace any script named "input string" with the >>>> android-specific version. Doing so based on checksum isn't really >>>> possible because the script calls other scripts, which have variable >>>> script IDs. (scanscripts.py shows 38 different checksums). >>> >>> I think it would be best to just hook up the android keyboard trigger to >>> the "enable input text" command. I know that command is only about a >>> year old, so it would mean that people who used "input text" in their >>> scripts would have to re-compile them before publishing on android. >> >> But that's not what "enable input text" does at all. I don't know if >> anyone has actually used this command, but you're meant to call it at >> the beginning of the game, not at the point that you call "input >> text"... in fact, doing that won't work. So I think it's something >> that should be a new command if added at all, but that changing >> inputstring is better. >> >>> But that seems better than a really complicated solution. >> >> If you mean "patching" scripts, that's not complicated at all. Iterate >> through the scripts when loading the game, find one named >> "inputstring", provide an alternative compiled .hsz file. >> >>> --- >>> James >>> _______________________________________________ >>> Ohrrpgce mailing list >>> [email protected] >>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> _______________________________________________ >> Ohrrpgce mailing list >> [email protected] >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org > _______________________________________________ > Ohrrpgce mailing list > [email protected] > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
