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Old October 28, 2010, 01:06   #5
Nick
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Quote:
Originally Posted by Omnipact View Post
I'll whack that support into the SDL version when I get around to tidying and rearranging the SDL frontend code. (probably in the new year, when I have time and this support is added to the main angband source, and there's no reason why it shouldn't)
I've already got it in the SDL port in my fork - main-sdl.c is one of the easier ones to deal with

Quote:
On a slightly related point, I was looking at ticket #230 and was wondering whether you could go further and have a window for the top message line as well, meaning you could set the tile size to whatever you want. Probably a lot of work though since that top line is hard coded by getcom() and more...

Having the main term window only display graphics has a few other advantages for more elaborate displays:
An isometric view would involve little to no code changes to the main code, since the frontend would just tell angband that the term size was 256x256 or whatever max dungeon size is, and all updates get sent to the frontend.
I've always had in the back of my mind an OpenGL version which would be, well, interesting....
I have thought along these lines before too - and I have a feeling that a map-only main window is actually implemented in Un.

Quote:
This combined with transparent subwindows which can be displayed on top of the main display could bring a much more modern look to angband.
The NDS port has transparent overlay buttons. Transparent subwindows (menus, for example) would be great. Another thing I'd like to see is port-specific mouse buttons - so far they only exist in Psi's WinCE port of FA, but I'm thinking of trying to add them in a couple more places.
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