Angband for Android 10 (volunteers needed)

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  • tg122
    Apprentice
    • Dec 2007
    • 93

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

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      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.

      Comment

      • Cuboideb
        Adept
        • May 2020
        • 196

        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.

        Comment

        • Cuboideb
          Adept
          • May 2020
          • 196

          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!

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9648

            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.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Cuboideb
              Adept
              • May 2020
              • 196

              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.

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9648

                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.
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

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

                  Comment

                  • Cuboideb
                    Adept
                    • May 2020
                    • 196

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

                    Comment

                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      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.

                      Comment

                      • Cuboideb
                        Adept
                        • May 2020
                        • 196

                        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.

                        Comment

                        • tg122
                          Apprentice
                          • Dec 2007
                          • 93

                          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.

                          Comment

                          • Cuboideb
                            Adept
                            • May 2020
                            • 196

                            Originally posted by tg122
                            Thanks to Nick and the team for being so flexible to implement the additional code to V.
                            My words exactly, the work of Nick and all the team is outstanding.

                            Edit: Let me think about 1.5 tiles. The core uses integer computations for tiles, but perhaps it can be simulated in the ui. I have to fix that bizarre behavior of panels when the canvas is bigger than the phone screen. I have that problem since day 0.

                            About messages, many screens in Vanilla and variants are wide (knowledge, options, messages, birth, character, etc.) This is the origin of the 80 character limitation in portrait. It's a tough one.

                            If I fix the problem with panel changes perhaps the player can deal with some amount of manual scrolling.
                            Last edited by Cuboideb; November 2, 2020, 19:21.

                            Comment

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6883

                              It's not 1.5x size so much as selecting font size instead of tile size. Font size 1x is hard to read, but font size 2xfives LOS less than 20, and makes targeting problematic.
                              Also: there are two unused keys on the keyboard. Could they be F1 a d F2 instead?

                              Comment

                              • tg122
                                Apprentice
                                • Dec 2007
                                • 93

                                The message font size isn't a big deal. I actually tried to put the messages in a subwindow and increase the font size of the subwindow. The problem was I couldn't get the subwindow to display across the entire width of the screen instead of being next to the other subwindow I had open. Maybe if there is an easy way to put the messages in a subwindow and force the subwindow to occupy it's own set of rows. Otherwise, don't go crazy with it if it will take too much of your time.

                                Comment

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