Re: [Alephmodular-devel] Display Abstraction Landed?
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2003-10-07 06:24:58
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On Monday, October 6, 2003, at 11:06 PM, Alexander Strange wrote: > > On Oct 6, 2003, at 10:39 PM, Br'fin wrote: > >> I should still update the documentation. But yes, I should be done >> with the abstraction for the time being. (More will need to be done >> when new graphic features are added.) > > I think the next step would be 3D graphics abstraction (including > possibly the vis-tree and poly-sorting code; A1 split those into C++ > classes). Since I'm unfamiliar with that code, I do need to ask 'What does abstracting the 3D Graphics do for us?' In the case of files, it was to abstract us from Mac file conventions and handling. (Resources are the main aspect left there.) In the case of the display abstraction is was to forcefully drag apart all the Mac-based drawing code from the Marathon code that used it. (For instance, the terminal was a really nasty piece of entangled code.) Some of the places in AM that I think are prime targets involve: * Resources * Input Handling * Main Event Loop (May be related to Input Handling) * Game Related GUI (File dialogs, ok to quit?, preferences) * Preferences I admit Preferences is less about platform specifics and more for overhauling how the game uses preferences internally and how the game handles preferences. I've been trying to think of a system that allows for future preferences growth, while allowing conversion of older preference formats. And which allows growth without necessarily requiring a great deal of work between changes either. I spoke with Woody and another with regard to preferences in general and A1 as well. I tried to present a writeup under alephModular/documents/technical/CPreferences.h I still haven't decided on a direction, though have been tempted to try and work on the Carbon implementation of the display abstraction. Right now I'm just kvetching at sf.net's CVS systems which seem to be unavailable. -Jeremy Parsons |