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#51 |
Swordsman
Join Date: May 2016
Posts: 330
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#52 |
Veteran
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 1,001
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Yep, good call, thanks! I must have clicked on it inadvertently when I was playing around to get the window sizes right.
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Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. Last edited by fph; October 7, 2018 at 16:09. |
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#53 |
Rookie
Join Date: Jun 2017
Location: Seattle, USA
Posts: 5
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I tried out the new SDL2 graphics mode and it is really looking great. I love the @ background too. I have a couple of suggestions for the menu behavior though.
Toggling Menu Items For toggle-able menu options, such as whether to show the cursor or not, there really should be some kind of checkbox interface. When menu items are "greyed out" or "black", they seem like they're disabled and not available for being clicked on as opposed to being toggled off. Resizing Windows For some reason, I did not see the resize and move options in the right hand side of the menu bar for a good 5 minutes. I kept searching for a way to resize the windows the same way it worked in the SDL1.2 version. I think this new design is clean and it reduces the possibility of accidentally moving or resizing windows (for people that use the mouse to interact with the game). At the same time, it's probably not intuitive, especially for users going to SDL2 from SDL1. I don't have a suggestion for how to improve this though, other than the standard resize behavior of mousing over the border of a window and seeing the cursor change. Great work dudes! Looking forward to seeing this UI land in an official release.
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#54 | ||
Swordsman
Join Date: May 2016
Posts: 330
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Hi, thanks for feedback! Sorry for abandoning you guys temporarily.
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One of the things I really didn't like about SDL1 port is that UI elements are small and bright (yellow), while the game itself is very dark. Small, bright elements of dark background attract attention, which is the opposite of how the UI should be - it's the game that is the foreground, and UI is background! The buttons (especially "Size" and "Move") are hard to notice, which is a problem, but on the other hand, it's a feature ![]() Anyway, it's indeed a bit of a problem and I think the way to fix it is to add "Help" item to the menu, which will display a short help file, describing how to use the UI. Come to think of it, I can reuse Angband's help reader for that... Anyone wants to write the help file? ![]() |
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#55 |
Knight
Join Date: Apr 2007
Posts: 726
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Oooh, great news! I'd like to try that. I couldn't find any summary on the first post of this thread. Could you tell me how to compile your work? Is it on some branch or just master?
Last edited by Bandobras; January 19, 2019 at 23:25. |
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#56 |
Veteran
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 1,001
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@Bandobras: it is in master. I have recently posted instructions on how to compile it (for Linux) in another thread: http://angband.oook.cz/forum/showpos...63&postcount=9 .
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Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
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#57 |
Knight
Join Date: Apr 2007
Posts: 726
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Thank you very much. I've got it to compile on Ubuntu 16.04 with `./configure --with-no-install --enable-sdl2 --disable-sdl2-mixer` and it runs perfectly, except for 2 quirks. First, I couldn't get rid of the transparency and actually start playing until I quit and restarted for the first time. Second, I can't get rid of the top row, the SDL menu. If the "Top" option is supposed to show/hide it, it doesn't and it seems to have no effect.
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#58 | |||
Swordsman
Join Date: May 2016
Posts: 330
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![]() Someone really should write a readme ![]() I am still pretty busy ATM, but hopefully soon I will find some time to work on the port. In the meantime, people, keep reporting about various issues! |
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#59 |
Knight
Join Date: Apr 2007
Posts: 726
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All fair enough.
Initially the game window was partially transparent, with the @ warrior picture below it. Which was quite distracting. When I restarted, either the main game window became fully opaque, or the picture below vanished. Anyway, the background is black now, which is what I wanted. |
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#60 |
Knight
Join Date: Apr 2007
Posts: 726
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BTW, I'd like to report the scaled font I'm aspiring to contribute to Angband (https://github.com/angband/angband/b...s/16x16xw.woff) works fine with the SDL2 frontend. The only problem: 'size' ends at 21 points, and the font (being cheaply generated from a bitmap font) looks best at 16, 24, 32, etc. For 4K monitors it would make sense to bump it to 32 or even 64.
Last edited by Bandobras; January 26, 2019 at 10:15. |
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libsdl2 |
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