Re: [Alephmodular-devel] Hello
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2002-12-27 00:04:33
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On Thursday, December 26, 2002, at 05:23 PM, Chris Pickel wrote: > I'm new too, so I suppose now is as good a time as ever to say hello - > and voice a few of my opinions too, of course. (Note that a few of my > opinions could be incorrect) Welcome aboard as well. :) >> Modular vs. Marathon: >> However I don't think the Marathon map >> file format should be more than another module that >> can be poped in and out. > Not something that had ever occurred to me, but it sounds like a > good idea. However, we'd be limited in our choices of alternate map > formats; a 3D map will require a 3D engine, and if that has to be > coded too, you might as well just use the original game. There is the possibility that in the future AM will get more efficient or more featureful map internals. At that point it becomes more important to make sure map loaders for different formats continue to import their maps with all appropriate flags set. > Just a note: I managed to stick some code into mouse.cpp that > allows you to use the mouse - sort of. Carbon has a "GetMouse(point > *mouseLoc)" function that can grab the mouse's position for you, but > as far as I can tell, it doesn't have a corresponding SetMouse > function. > I rewrote the mouse_idle function to work with this, but you'll > stop turning when your mouse hits the side of the screen. It's not a > permanent fix, but at least it's no longer a pain to walk around. Go figure, I always used the keyboard, way back when ;) Right now I'm not doing much with patching the existing GUI. It's definitely not perfect, but it runs well enough on MacOSX to check that the game is continuing to work. I had decided to save any polishing until after GUI code had been modularized. On the actual details. I managed to get the mouse working under AlephOne. But I had some problems with GetMouse, like it never seemed to update as frequently as you think it might or should. Also, there is a way to jump the mouse to a location, but it's hidden down in the CoreGraphics libraries. CGWarpMouseCursorPosition(CGPointMake(where.h, where.v)); AlephOne currently tries to use a more 'recommended' way of getting mouse movement events. It has some CarbonEvent handlers that catch and use the values of MouseMoved and MouseDragged events, so it doesn't need to warp the mouse at all. I say tries to use, because I had trouble dealing with application events like these in the input thread while rendering had control of the main thread. I'm certainly curious to know how you are doing with GetMouse and if it's giving you any other kind of problems. -Jeremy Parsons |