Re: [AD] Possible mouse user-end improvement |
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> While writing some wheelmouse code I noticed that Allegro could be
> making some simple mousewheel button emulations which are quite common.
How would this interact with supplementary buttons? IIRC a patch was posted
some time ago that would have added a 4th real button on Windows.
> The proposed patch is quite big because it includes the genexamp.py
> output, which caught a few outdated bits of documentation. Also, I added
> documentation for SCREEN_W, SCREEN_H, VIRTUAL_W and VIRTUAL_H. An
> omission which I can't explain myself, as they are quite known
> variables.
It would be nice to make separate patches here.
+@@#define @SCREEN_W;
+@@#define @SCREEN_H;
+@xref screen, set_gfx_mode, VIRTUAL_W, VIRTUAL_H
+@eref Available Allegro examples
+ Global defines which return the width and height of the screen size, or
+ zero if the screen has not been initialised yet.
I think 'that' is better than 'which' and 'size' is superfluous.
+@@#define @VIRTUAL_W;
+@@#define @VIRTUAL_H;
+@xref screen, set_gfx_mode, SCREEN_W, SCREEN_H
+ Global defines which return the width and height of the virtual screen
+ size, or zero if the screen has not been initialised yet.
Likewise.
- This program demonstrates how to get mouse input.
+ This program demonstrates how to get mouse input and change the
+ mouse cursor. During the first part of the example, the raw data
+ generated by the mouse is dumped on the screen, both in form of
..onto the screen.. (I think)
+ digits and sentences telling what is happening. Pressing any key will
+ switch to the second part where the standard mouse cursor is shown
+ for the first time. The third and final part is like the second,
I think 'for the first time' is superfluous. You could use 'is introduced'
but that would perhaps be a bit overkill. ...second one...
+ but showing a custom mouse cursor.
- The basic approach is to select a 15 or 16-bit screen mode, but
- then draw onto 24-bit memory bitmaps. Since we only need the bottom
- 5 bits of each 8-bit color in order to store 15-bit data within a
- 24-bit location, we can fit a light level into the top 3 bits.
- The tricky bit is that these aren't actually 24-bit images at all:
- they are implemented as 8-bit memory bitmaps, and we just store the
+ The basic approach is to select a 15 or 16 bit screen mode, but
+ then draw onto 24 bit memory bitmaps. Since we only need the bottom
+ 5 bits of each 8 bit color in order to store 15 bit data within a
+ 24 bit location, we can fit a light level into the top 3 bits.
+ The tricky bit is that these aren't actually 24 bit images at all:
+ they are implemented as 8 bit memory bitmaps, and we just store the
Why did you remove the dashes? It's a valid construct AFAIK.
--
Eric Botcazou