In order to create a keyboard pack these are the main stages: It also makes it easy to add extra resolution images later if needed. NOTE: It should be noted that the wise keyboard pack author uses SVG for there keyboard image(s) and just saves bitmaps at whatever resolutions are needed. move_right - Move right one place in the stacked event list if you’re not at the last event (moves the position in the display_area).move_left - Move left one place in the stacked event list (moves the position in the display_area).delete - Delete the last event from the queue (think backspace).cancel - Close the keyboard and cancel all queued events.submit - Submit all the events queues (as shown in the display area) and close the keyboard.The current 'special events' are as follows. In addition to the mapping of keys and the keyboard modes you can also wire up a number of special events to image map areas. Transparency support - using keycolor bitmaps.Special events - to submit or cancel the keyboard, switch mode, etc.Modifier keys - allow Shift, Control, and Alt to be added to keystroke without using a separate mode.Preview display - to show the keys that have been pressed while keyboard is active.Automatic resolution selection - with re-loading on change of resolution - Not sure this works.Therefore, the pack must provide a bitmap and configuration data for each mode at each resolution. Also, the virtual keyboard has to work at a range of different resolutions. The primary purpose of the XML configuration file is to contain the image map definitions along with associated event definitions and additional data.Īs it is impractical to display all possible keys at the same time, the virtual keyboard has the ability to switch to different modes when special keys are pressed. To go with each bitmap a HTML-style image map must be created that defines the clickable regions of the image. In order to make pack creation quick and easy, the virtual keyboard display uses complete bitmap images. It can come in the form of a compressed zip file or a directory. The pack should consist of an XML configuration file and a collection of 24-bit bitmaps. The virtual keyboard requires a valid 'keyboard pack' in order to operate. This means that the keyboard exists outside of the scope of the running engine (the engine is paused when the overlay/keyboard is shown).īy virtue of this design consideration the keyboard uses a 'queued events' model (so anything you select is queued and then injected back to the main event routine when the keyboard is closed) so it is best used for entering strings (save names etc.) rather than as part of the game input system (look towards the Keymapping_Improvements for systems for real time input). The 1st key design consideration people need to be aware of is that the keyboard is rendered onto our 16bit overlay. Of a virtual keyboard that will be usable on any backends that wish to make use of it. The ScummVM virtual keyboard provides a generalized implementation Note: The virtual keyboard is being actively developed.
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