[Ohrrpgce] SVN: teeemcee/8963 Reenable and rewrite mouse support in menus.

James Paige Bob at hamsterrepublic.com
Mon Jul 3 21:33:47 PDT 2017

By the way, after playing with the re-enabled mouse support, it feels
great. That mouse-highlight color rather than actually selecting is a big
improvement, even though it is a very subtle change.

On Mon, Jul 3, 2017 at 9:24 PM, James Paige <Bob at hamsterrepublic.com> wrote:

> On Mon, Jul 3, 2017 at 9:18 PM, <subversion at hamsterrepublic.com> wrote:
>> teeemcee
>> 2017-07-03 21:18:05 -0700 (Mon, 03 Jul 2017)
>> 444
>> Reenable and rewrite mouse support in menus.
>> (Yikes, it's been 4 years since James disabled his first attempt!)
>> The difference is that this time, hovering the mouse over a menu item
>> highlights it (setting .hover) instead of selecting it.
>> This is blanket-disabled in Game. I'm not sure whether we want the mouse
>> control
>> in Game to be per-MenuDef or per-MenuState or global (and overridable when
>> in a debug menu, etc), and how that should work.
> I was planning a global mouse-menu enable option in the menu options menu.
> Probably a per-menudef overide would make sense too.
> I have also been thinking a lot about how we will need separate support
> for mouse-menus and touch-menus, since hover is pretty meaningless in touch
> mode.
> One possibility I was thinking of was that if you touch and drag up or
> down it changes your selection, but if you touch and release with no drag,
> then it confirms the current selection. I'll have to give it a test to see
> if it actually feels usable. (fortunately I have a touch-screen laptop now,
> so I'll be able to test this sort of thing without having to go through a
> full android build+deploy each time I want to iterate a test)
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