Re: [maemo-developers] to Nokia: simple method to gaina gamingaudienceon 770/800
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 ___ maemo-developers mailing list maemo-developers@maemo.org https://maemo.org/mailman/listinfo/maemo-developers
RE: [maemo-developers] to Nokia: simple method to gaina gamingaudienceon 770/800
[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 ___ maemo-developers mailing list maemo-developers@maemo.org https://maemo.org/mailman/listinfo/maemo-developers
Re: [maemo-developers] to Nokia: simple method to gaina gamingaudienceon 770/800
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 ___ maemo-developers mailing list maemo-developers@maemo.org https://maemo.org/mailman/listinfo/maemo-developers