Beholder Posted September 19, 2011 Share Posted September 19, 2011 Notes for All. SDL 1.3 for Android DOES NOT support touch events. All multitouch code from SyntaxError won't work on Android. Sorry. Link to comment
SyntaxError Posted September 19, 2011 Share Posted September 19, 2011 Notes for All.SDL 1.3 for Android DOES NOT support touch events. All multitouch code from SyntaxError won't work on Android. Sorry. thats unfortunate. Are you working on implementing them in SDL? is somebody else? If not are you at all interested in collaborating a workaround using SDL user events? Link to comment
Beholder Posted September 19, 2011 Share Posted September 19, 2011 Notes for All.SDL 1.3 for Android DOES NOT support touch events. All multitouch code from SyntaxError won't work on Android. Sorry. thats unfortunate. Are you working on implementing them in SDL? is somebody else? If not are you at all interested in collaborating a workaround using SDL user events? I talking about this problem with pelya (author of SDL port, that I use). He says that have plans to implement touch events in future. P.S. Official SDL 1.3 does not support these events too. Link to comment
Guest glisignoli Posted September 20, 2011 Share Posted September 20, 2011 Fantastic port! It's playing pretty flawlessly on my new Asus Transformer. Just one question though, is it possible to create an on-screen key mapping that will show the mouse pointers current x/y position? Or is this hard-coded into GemRB? Link to comment
lynx Posted September 20, 2011 Share Posted September 20, 2011 It's currently hardcoded, but that's not such a big obstacle. Link to comment
Avenger Posted September 20, 2011 Share Posted September 20, 2011 Fantastic port!It's playing pretty flawlessly on my new Asus Transformer. Just one question though, is it possible to create an on-screen key mapping that will show the mouse pointers current x/y position? Or is this hard-coded into GemRB? ctrl-x is hardcoded (and x doesn't work), i didn't see a reason to route this functionality to the guiscript yet. Link to comment
lynx Posted September 20, 2011 Share Posted September 20, 2011 btw, the game coordinates are different from the screen ones — I guess you would like the latter? Link to comment
Guest glisignoli Posted September 20, 2011 Share Posted September 20, 2011 btw, the game coordinates are different from the screen ones — I guess you would like the latter? Yes please Link to comment
Avenger Posted September 20, 2011 Share Posted September 20, 2011 btw, the game coordinates are different from the screen ones — I guess you would like the latter? Yes please Screen coordinates? Hmm, i have never seen this in the original. Link to comment
Guest glisignoli Posted September 20, 2011 Share Posted September 20, 2011 btw, the game coordinates are different from the screen ones — I guess you would like the latter? Yes please Screen coordinates? Hmm, i have never seen this in the original. Crap I confused myself. I'm talking about the ability to get the mouse pointer position. Useful for all the gamefaqs etc. I think this was bound to "l" or "x" in BG1. Gives the position of the mouse pointer on the current screen in x/y values. Link to comment
Avenger Posted September 21, 2011 Share Posted September 21, 2011 btw, the game coordinates are different from the screen ones — I guess you would like the latter? Yes please Screen coordinates? Hmm, i have never seen this in the original. Crap I confused myself. I'm talking about the ability to get the mouse pointer position. Useful for all the gamefaqs etc. I think this was bound to "l" or "x" in BG1. Gives the position of the mouse pointer on the current screen in x/y values. Yes, but I thought this is an area coordinate. I see no point in telling 0,0 when you point at the top left corner, even if you are on the bottom right of the area. In other words, I thought pointing at the same house in the area would always yield the same numbers. Link to comment
Guest glisignoli Posted September 21, 2011 Share Posted September 21, 2011 Yes, but I thought this is an area coordinate. I see no point in telling 0,0 when you point at the top left corner, even if you are on the bottom right of the area. In other words, I thought pointing at the same house in the area would always yield the same numbers. Yep that's what I'm talking about. So like you said, a house/tree/item location should always give the same x/y coordinates regardless of what position your screen is viewing the area (Does that sound right?). I might check out the repository if I ever get some free time. Link to comment
Avenger Posted September 21, 2011 Share Posted September 21, 2011 Ok, so you wanted area coordinates And ctrl-x is not working, because you got no ctrl key? Link to comment
Guest glisignoli Posted September 21, 2011 Share Posted September 21, 2011 Ok, so you wanted area coordinates And ctrl-x is not working, because you got no ctrl key? Don't think I ever tried ctrl+x on my tablet. Not even sure how I could do that. Link to comment
Avenger Posted September 22, 2011 Share Posted September 22, 2011 Lets close this monster thread and open a new one. Link to comment
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