Angband for Android 10 (volunteers needed)

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  • tg122
    replied
    Yeah I agree that this new update opens up a lot of possibilities in terms of portrait mode. A couple things that came to mind as I was trying it out...Is it possible to increase the font size of the messages? Also, would it be possible to have a 1.5x1.5 tile multiplier. I think this would be the ideal ASCI tile size in portrait mode. 1x1 is a bit too small for my eyes, and 2x2 works fine in portrait mode but is probably unnecessarily big. I think 1.5x1.5 would be the perfect balance between readability and view distance. Both of these things would just be nice to have, but not necessary. Thank you very much for continuing to work on this, and thanks to Nick and the team for being so flexible to implement the additional code to V.

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  • Cuboideb
    replied
    Originally posted by Pete Mack
    I have replaced the equipment list with the items list. I am wondering if there's a way to hide the list titles. Visible/invisible can be shown with a *, and in any case is useless for the item list.
    Good idea. I'm also thinking about adding a couple of buttons (like the mouse icon) at the top to toggle running and keyboard/ribbon visibility. These actions are already handled but it will be nice to make them more visible.

    In the weekend I will upload a new version.

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  • Pete Mack
    replied
    Thanks! This is great! So much more useful real estate. I see only one possibility to get more: Hide the command bar at the bottom of the screen.
    I have replaced the equipment list with the items list. I am wondering if there's a way to hide the list titles. Visible/invisible can be shown with a *, and in any case is useless for the item list.
    Last edited by Pete Mack; November 2, 2020, 15:05.

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  • Cuboideb
    replied
    Have you tried the "Reset Layout (Portrait)" command? When the player uses the + volume key to enlarge the font it brokes panel updates.

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  • Pete Mack
    replied
    Playing on phone in portrait mode. The monster list is making me motion sick. It jumps around at random

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  • Nick
    replied
    Originally posted by Cuboideb
    1. lazymove_delay has a maximum of 1000 and it's stored into a tmp16u variable. We could encode the value there.
    This looks like a win to me - change lazymove_delay to a byte, and slot another byte in before it to hold the side/top bar position.

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  • Cuboideb
    replied
    Thanks! I'll check how the savefiles handle those options.

    Edit: It can be made in two ways without breaking savefiles:

    1. lazymove_delay has a maximum of 1000 and it's stored into a tmp16u variable. We could encode the value there.

    2. Save the value as a special option. One that behaves in a different way.

    Both solution are a bit hacky.
    Last edited by Cuboideb; November 2, 2020, 01:15.

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  • Nick
    replied
    Originally posted by Cuboideb
    Nick, the code for the topbar is mostly in place. I need to decide where to put a tri-state trigger for the sidebar mode (left, top, none).

    I can't decide if I should modify the windows section of the in-game option screen or if I should change the windows port to add a new system menu like "Term 0 font size" and others.

    The android port uses the second approach, but the first one is better to make the change extensive to the other ports, without altering the savefile format.

    What do you think? Thank you!
    Maybe the cleanest would be to add it at the top level of the in-game options, alongside things like movement delay, etc. - I'm not sure of the savefile implications of that off the top of my head, though.

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  • Cuboideb
    replied
    Nick, the code for the topbar is mostly in place. I need to decide where to put a tri-state trigger for the sidebar mode (left, top, none).

    I can't decide if I should modify the windows section of the in-game option screen or if I should change the windows port to add a new system menu like "Term 0 font size" and others.

    The android port uses the second approach, but the first one is better to make the change extensive to the other ports, without altering the savefile format.

    What do you think? Thank you!

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  • Cuboideb
    replied
    Version 1.26

    - From now on, subwindows do not overlap the dungeon, this is useful for
    text mode.
    - New quick settings option: Reset layout (Portrait or Landscape). It gives you a tool to restore recommended parameters after experimenting with the settings.
    - The sidebar of Angband can be displayed in vertical fashion, becoming the topbar. It is shown in a different subwindow so it has its own font multiplier (check out Preferences). IMPORTANT: the term #4 in the in-game option screen is by default set to "Display player (topbar)" to make this work.
    - The port now tries to adjust the layout after modifiyng certain preferences (subwindows, topbar). You can use the "Fit Width", "Fit Height" and the volume keys to finetune the layout.
    - The mouse icon at the top can be hidden.
    - Advanced keyboard is the default keyboard for portrait mode. If you want, set the classic keyboard in Preferences.

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  • Pete Mack
    replied
    What he said. I had thought the subwindow for lists were executed as OS menus. In that case you could put them anywhere. Had not realized it was still a regular Term pane.

    Originally posted by tg122
    That's great! The extra screen real estate will go a long way in portrait mode.

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  • tg122
    replied
    That's great! The extra screen real estate will go a long way in portrait mode.

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  • Cuboideb
    replied
    I have a preview:



    I opted for a boolean flag in the term structure to signal the topbar mode. It's okay for you?
    Last edited by Cuboideb; October 26, 2020, 18:11.

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  • Nick
    replied
    If you add functionality for left-bar -> top-bar I'll be happy to pull it in. IIRC I had something like this (but at the bottom) in FAangband 1.1.6 - it might be worth having a look at (or not, code has changed a lot since then).

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  • Cuboideb
    replied
    Hi, I have to increase the initial timeout of the center button.

    BTW, I think I have a nicer version of the sub-window feature. I'll upload a new version soon.





    For Pete, I think the way to go for portrait mode is to have a horizontal version of the left bar. Something like:

    L:50 X:20000 S:18/100 I:18/100 W:18/100 D:18/100 C:18/100 AC:200 HP:1200 SP:400 [*********]

    This port has to cope with some limitations, *bands have a minimum size of 80x24 for the main screen, the core game is in C and the frontend is Java. And I try to keep the core game mostly untouched to make place for variants

    The left-bar is in the core so this change has to be made there. ROW_MAP and COL_MAP must be converted to variables instead of constants. I need to check panel updates, etc. If I can make it work I will make a pull request for Nick, eventually.

    To fit this top-bar I will need two rows (width=80). If I use linear notation for stats I think I can fit it in just one row:

    L:50 X:20000 S:18 I:18 W:45 D:19 C:18 AC:200 HP:1200 SP:400 [*********]

    What do you think guys?

    Thanks in advance

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