Re: [maemo-developers] to Nokia: simple method to gaina gamingaudienceon 770/800

2007-01-26 Thread Eero Tamminen

Hi,

ext Kees Jongenburger wrote:

On 1/25/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 * easy to make basic GUI for game setup (input methods do not work in
SDL)

Hello

I guess anybody how is porting a SDL game will run into the keyboard
issue problem.
It would be nice if we can port existing SDL games but that really
means that we need a cute keyboard input hack. I have been asking
around but did not find a simple pluggable virtual keyboard for sdl.
perhaps pointer to such resources would help. but otherwise I think
some effort must be put into that.


I would start matchbox-keyboard when the game starts and set it to be:
- to be decoration(=border)-less dialog which doesn't take keyboard
  focus
- transient to the game window (so that it keeps above it)
Additionally I would also add button to the keyboard with which one can:
- drag the keyboard on the screen
- toggle it to the size of that button
I don't know how much changes this would need to the matchbox-keyboard
as I haven't checked its code.  As matchbox-keyboard uses just XTest
(which AFAIK doesn't deal with UTF-8 charaters, just keycodes), it
should work just fine without any changes needed for SDL programs
(except for giving the XID of their window to the keyboard so that
it knows to what window it needs to be transient for).

The normal device keyboard won't work with SDL programs because such
games very rarely react reasonably to being resized and the fullscreen
thumb keyboard (which could otherwise work quite OK), would hide the
whole game window.

Added bonus of the matchbox-keyboard would be that you can easily
configure what keys it contains (i.e. you could make it be very small)
with XML files, see:
http://projects.o-hand.com/matchbox/?p=1


- Eero
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RE: [maemo-developers] to Nokia: simple method to gaina gamingaudienceon 770/800

2007-01-25 Thread Jakub.Pavelek
 
[EMAIL PROTECTED] wrote:
   And also this from ot list of developer docs:
 http://maemo.org/platform/docs/howtos/howto_game_startup_bora.html
 

Althought I never considered this game startup/pause screen a 
good idea worth of implementing in any game but it is probably 
just me :-)

To me it seem like it is result of typical Nokia 
non-multitasking way of implementing games in phones. Perfect 
for phone but not needed in proper multitasking environment 
with multiple windows and window/task  manager. 
Second reason might be that the trick with 
SDL_VIDEO_X11_WMCLASS was not known in early IT2005 times so 
this was a way to avoid the missing icon in task manager.

Frantisek

The game startup screen meant for many things like e.g.:
 * make all games startup look the same
 * easy to make basic GUI for game setup (input methods do not work in
SDL)
 * somehow easier to hook the game startup screen to D-Bus/GConf/system
events/etc.

Br,

--jakub

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Re: [maemo-developers] to Nokia: simple method to gaina gamingaudienceon 770/800

2007-01-25 Thread Kees Jongenburger

On 1/25/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 * easy to make basic GUI for game setup (input methods do not work in
SDL)

Hello

I guess anybody how is porting a SDL game will run into the keyboard
issue problem.
It would be nice if we can port existing SDL games but that really
means that we need a cute keyboard input hack. I have been asking
around but did not find a simple pluggable virtual keyboard for sdl.
perhaps pointer to such resources would help. but otherwise I think
some effort must be put into that.

greetings
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