ptitSeb
Serial Porter
Hum, Ok, thanks for the link. I'll take a look. Looks very Windows to me... Usualy, I'm fine with this, but in this case, that will make things more difficult... I'll update this thread after a few test...
The game is really great.Ok, works better with some actual data !
I will have some work to do with resizing all pictures and GUI, because it is not fitting nicely the Pandora Screen.
Also, about data, I am not sure of what is the best aproach.
There is some "parameter files", that I allready redirected from root to "home/" folder. There is also a few folder, like replay or deck, that I can created at first run, and for "deck" put the deck inside... My main concern is "pics", that contains all card pictures. It is 640Mo of size ?! And it seems to be updated from time to time. So if I put that in the PND (and I think it's adviseable, as this looks like it's needed for proper gameplay), it will be harder for end user to update, I will have to update the PND from time to time. But I let the end user do it, it will be a pain for user, and most will (rightly) complain that the PND is not useable as-is... (and the autoupdate will not be include in the PND. I don't have the sources, and it's doing many things that won't works on the PND system anyway, so sorry, but for now, I can't).
Anyway, I have some work to do with GUI (I will probably post a screenshot at sometime, and by the way, using MesaGL, I have 8 to 15 fps on deck manager), so you have some time to think and discuss about data, if interested in discussing that of course.
superb IdeaNow I only need some phone which can do wifi or bluetooth tethering to play everywhere.
if(dField.extra[0].size()) {
numFont->draw(dataManager.GetNumString(dField.extra[0].size()), recti(305, 532, 381, 552), 0xff000000, true, false, 0);
numFont->draw(dataManager.GetNumString(dField.extra[0].size()), recti(305, 533, 383, 553), 0xffffff00, true, false, 0);
}
if(dField.deck[0].size()) {
numFont->draw(dataManager.GetNumString(dField.deck[0].size()), recti(942, 532, 1021, 552), 0xff000000, true, false, 0);
numFont->draw(dataManager.GetNumString(dField.deck[0].size()), recti(943, 533, 1023, 553), 0xffffff00, true, false, 0);
}
#define PANDO_RATIO 100/128
if(dField.extra[0].size()) {
numFont->draw(dataManager.GetNumString(dField.extra[0].size()), recti(305*PANDO_RATIO, 532*PANDO_RATIO, 381*PANDO_RATIO, 552*PANDO_RATIO), 0xff000000, true, false, 0);
numFont->draw(dataManager.GetNumString(dField.extra[0].size()), recti(305*PANDO_RATIO, 533*PANDO_RATIO, 383*PANDO_RATIO, 553*PANDO_RATIO), 0xffffff00, true, false, 0);
}
if(dField.deck[0].size()) {
numFont->draw(dataManager.GetNumString(dField.deck[0].size()), recti(942*PANDO_RATIO, 532*PANDO_RATIO, 1021*PANDO_RATIO, 552*PANDO_RATIO), 0xff000000, true, false, 0);
numFont->draw(dataManager.GetNumString(dField.deck[0].size()), recti(943*PANDO_RATIO, 533*PANDO_RATIO, 1023*PANDO_RATIO, 553*PANDO_RATIO), 0xffffff00, true, false, 0);
}
You could use the frame-buffer trick notaz is using in his sdl-mod to scale as it work both way. you'll only need to scale the mouse in codeIt doesn't use SDL, so I cannot. I haven't find a smart way to add some "high level" zoom, so I have to do it to boring way... Graphics are ok now, but the hoover formulas are not