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[Adonthell-devel] Re: Layout: widget or not?


From: Kai Sterker
Subject: [Adonthell-devel] Re: Layout: widget or not?
Date: Tue, 24 Aug 2010 19:25:42 +0200

On Tue, Aug 17, 2010 at 9:37 PM, Kai Sterker <address@hidden> wrote:

> Well, I think that settles it. Layout becomes a widget, base will be
> incorporated into widget and fading moves to window_manager. I might
> not manage do much of this today, so if you have any additional input,
> it'll be appreciated. Otherwise expect the next large GUI commit by
> the weekend at latest.

Took a wee bit longer than expected, and still not perfect, but it's
working in principle.

I am still struggling with the focus overlay, as the way our render
pipeline works, we cannot really get a highlight/brightness effect.
Whatever you overlay over a widget will darken that widget. Also, a
widget without a decoration assigned will not indicate focus at all.
However, I don't think it makes much sense to undecorated (i.e. plain,
non-graphical) widgets. The only exception being Invisible layouts
aside, but those shouldn't need to be focused.

To work around the overlay issue, I think I'll have to add another
parameter to the decoration data file, that will be used to adjust the
brightness of a focused element. That's the way it was done in v0.3,
although there the brightness value was fixed. We could have the
brightness alone or together with an overlay.


So the next steps will be getting the focusing done, adding scrolling
to containers, migrating the dialogue window to Python, so that the
gui module no longer depends on the rpg module and finishing the API
documentation for the gui module. Not sure when this will be done, as
the next 4-5 weeks will be busy. But there should be some spare
moments to work on stuff.

I also invite artists to come up with some designs for the gui
graphics in general and the dialogue window and character speech
bubbles in particular. Unless you want to keep going with the v0.3
style, of course :-).

Kai



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