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Team Chaos Leader USA
| | (Natami Team Member) Posts 1199 08 Feb 2010 09:46
| gone gahgah wrote:
| One fancy feature that can be added later is localisation. When an app writer makes up their list of app functions and settables they create a default text id for the function to supply to the menu system.
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I am not sure how this would work in your new system *scratching head*My menus are already localized... it sounds like I would have to totally rewrite my menu-related code to work with your new system?
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Gone Gahgah Australia
| | Posts 224 08 Feb 2010 12:13
| Nothing is written on the application side yet but I imagine that you would have to remove all your menu creation code and replace it with lists of contexts (ie. different play situations) and functions and add some routine code to pass these to the menu system. Your menu handling code which would presently work off menu/item/sub numbers would instead work off the function ids or entries that you submit to the menu system via the new initialisation. You would also have to wait on the menu message port as well as the IDCMP for the other non-menu intuition events. I expect the coding of menus to be a fairly standard approach with what I am doing instead of all the hard work that you had to do to achieve the menus you were after. You would remove the localisation code you have done for your menus and instead use the menu editor to add other languages for your menu functions. You could add the backgrounds you desire. The visual style of item selection should be changeable also. The aim is to achieve the sort of things that you are after but with out all the work that you had to go through to achieve it. The menu editor would do most of the work for you. So, I would tend to call it a fairly standard reduction and simplification of your code; not a rewrite. And hopefully the benefits would outweigh the loss of all that original hard work.
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Team Chaos Leader USA
| | (Natami Team Member) Posts 1199 08 Feb 2010 18:19
| The aim is to achieve the sort of things that you are after but with out all the work that you had to go through to achieve it.
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I agree with this aim :)but... (you knew there would be a "but..." :D My menus are translated, independently, by 20 different ppl each editing a .catalog file for their language. A lot of these ppl do not have Amigas and have no idea how to use one. I can currently just give anyone a plain .txt file and let them translate it into their own language. It sounds like you are saying that I :( would have to copy out the translated strings and put them into the menu editor every time someone made a translation change (this happens a lot). This would not be good. Translation work should take place 100% completely autonomously from the main coder.
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Marcel Verdaasdonk Netherlands
| | Posts 2089 08 Feb 2010 18:49
| TCL i agree a numbered list with flat text is best IMHO. It's easy from a translators standpoint. it might be smart from a space standpoint too since you actually don't need another language by default. Changing language can be as easy as renaming a file or better let the menu system look for named file, named after the language.
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Gone Gahgah Australia
| | Posts 224 09 Feb 2010 00:08
| TCL, how can I find out more about programming this Amiga locale/catalog stuff? Had a look in my Libraries manual and can't find anything. The text file that third parties provide to you what do you do with that when you receive it? What does it look like?
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Team Chaos Leader USA
| | (Natami Team Member) Posts 1199 09 Feb 2010 02:10
| @Gone I do not use the AmigaOS locale/catalog stuff because it is too limiting, not powerful enough, not flexible enough and not easy enough. And they have to be compiled which violates my rule above that they be 100% autonomous. The text file that third parties provide to you what do you do with that when you receive it?
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Put it in Catalogs/ A plain text file with ; commentsIf someone edits their .catalog file they can then run the game and see/test the results immediately. They do not need to read instruction manuals, compile anything or send it to me. My catalogs also have some very fancy features to support 100% multilingual translations. But that does not apply to simple menu strings.
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Gone Gahgah Australia
| | Posts 224 09 Feb 2010 02:24
| I had a look in the Catalogs drawer and opened up some of the .catalog files from Total Chaos AGA r7 in a text editor but none of them look like plain text files?
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Team Chaos Leader USA
| | (Natami Team Member) Posts 1199 09 Feb 2010 02:48
| Some lame Bill Gates fanatic told me he was stealing all my translations, gfx, sfx, anims, etc. So the game supports both raw and encrypted files ever since :) I can email u.
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Gone Gahgah Australia
| | Posts 224 09 Feb 2010 03:06
| Thx. Just one example will probably do; or whatever you think if there are any nuances that you think I will need to understand. Do we still have each other's email from earlier? Thx TCL. Rec'd.
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Team Chaos Leader USA
| | (Natami Team Member) Posts 1199 09 Feb 2010 08:43
| You never mailed me earlier as you were too lazy ;p to look up my mail on Aminet or in the instruction manual :) Did you ever find the checkmark in one of the gfx dirs?
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Gone Gahgah Australia
| | Posts 224 09 Feb 2010 21:20
| LAZY! >:{ Just kidding lol. ;) I'm wishing I did have time to be lazy. Correct that. If I had time I'd spend it programming more. I apologise if I didn't get back to you about the checkmark. I did find it I think. I thought I had done something with it. I'll have to go look. I will definitely go do this, if I haven't, and get it to you.
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Gone Gahgah Australia
| | Posts 224 09 Feb 2010 21:47
| With your plain text translations TCL I think it should be possible to add possibly an extra initialisation to your code. It would: - test if the current language text file has been updated and if yes, - go through the list of functions available to the menu - pull their text out of the text file - move it into a catalog for that language for those functions - and in either case tell the menu system to use that language And if the user changes the language follow this process again.I think that would be the easiest way to do it. But, we won't be able to determine that until the system is first up and running. In relation to your addition of changeable strings and values in the language files, I'm wondering if something like that should be considered for the menu system. I will have to think on that. eg. 'Cut Circle', 'Cut Objects', 'Cut Selection', etc. I know Corel Draw changes the 'Undo' and 'Redo' menu items. eg. 'Undo', 'Undo Create', 'Undo Delete', 'Redo Delete'.
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Gone Gahgah Australia
| | Posts 224 14 Feb 2010 02:55
| Hi TCL. I looked for and found your checkmark on Saturday. Today I've looked at how to implement it with transparent background. I have cheated. I'm not keen to spend time at the moment rediscovering and merging my iff loading code with my class code which will take time and testing. Instead I have used the bitmap.image class provided with Reaction that comes with the Amiga now. So I have your amitick checkmarks working in my menus now. They look even better with transparency working. If you are happy enough with this I will explain how to add it to your code so that your checkmarks can shine their best.
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Team Chaos Leader USA
| | (Natami Team Member) Posts 1199 14 Feb 2010 08:53
| Some months back I loaded the checkmark into dpaint and removed that hard black background so that the checkmark would be transparent. Then I tried to send it to you but did not have ur address. I don't think I tried the transparent version in the game... donno... my pain killed me :( Will transparent checkmarks display transparently in standard AmigaOS menus? Does Reaction depend on the presence of certain datatypes which may or may not exist on the end user's machine?
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Gone Gahgah Australia
| | Posts 224 14 Feb 2010 09:17
| I can't remember if I received that one TCL. Maybe? I found one called CheckmarkForMenus.iff in your folder Gadgets/English. I had a recollection you mentioned I could find that there.This one still has the black background. Either way I think the main difficulty was in using a standard image. There is no way to get DrawImage() to draw a standard image with a transparent background. So any standard image checkmark we set will draw its background over the real background. But a BOOPSI image can draw what it likes. DrawImage() automatically relies on the BOOPSI image to draw itself. Reaction does use the datatypes system. But a straight iff datatype is supplied with all Amigas since 3.5 or maybe earlier? Seeing your checkmark is an iff file this shouldn't be a problem for anybody. Or, will it be a problem? Let me know if it is.
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Team Chaos Leader USA
| | (Natami Team Member) Posts 1199 14 Feb 2010 09:26
| Some ppl play the game on OS 3.0 Does that sound like a problem?
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Gone Gahgah Australia
| | Posts 224 14 Feb 2010 09:56
| I was just thinking. The datatypes system came out the same time that Multiview came out and I believe I recall that coming out with Amiga OS 2.0. Multiview has always been able to load iff images via the iff datatype. So I think that there should be no problems for any AGA users which came into use along with Amiga OS 3.0.I'll show how to use bitmap.image shortly.
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Team Chaos Leader USA
| | (Natami Team Member) Posts 1199 14 Feb 2010 10:04
| 1. Hey I was just thinking... What about all the Amigas with Picasso96OS or CgxOS installed. Do they patch DrawImage() or whatever to automagically supply transparency blits? 2. The thing about OS 3.0 is simply that if I add code that requires some new OS then I have to release a new version in a new archive and advertise it as "REQUIRES OS blah.glah" I once purely accidentally released a version that required Ixemul. Man, that was a disaster...
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Thomas Richter Germany
| | Posts 695 14 Feb 2010 11:49
| Team Chaos Leader wrote:
| 1. Hey I was just thinking... What about all the Amigas with Picasso96OS or CgxOS installed. Do they patch DrawImage() or whatever to automagically supply transparency blits?
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No, why? DrawImage doesn't provide an interface to define an alpha plane, so why should P96 or CGfx solve that???So long, Thomas
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Gone Gahgah Australia
| | Posts 224 14 Feb 2010 11:55
| LOL. I can see what you're trying to deal with! The thing with DrawImage() is that it takes a pointer to an image structure as its source argument. The image structure makes no allowance for transparency. There isn't any way to extend the structure either as there are no flags and no place to indicate that the structure is extended. The only modification that has been made to it is that a depth of 0 means that it is a BOOPSI image. So DrawImage() will never be able to draw a transparent background except via a BOOPSI image. So much of the Amiga OS uses DrawImage() so the problem remains. A BOOPSI image is always based on the image structure but can add whatever other data it needs without hurting anything. So it really is the only option. Using Reaction's bitmap.image is only one option. It can be done instead by creating our own class. The question is when did Reaction become part of the OS. I think it only came on board from OS 3.5. I read that it was OS 3.9 but I'm sure I recall it from OS 3.5? Again, I'm not sure. If so we can't use that for your OS 3.0 users.
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