[Ohrrpgce] SVN: james/10355 Enable mouse right-drag scrolling on the browse screen

Ralph Versteegen teeemcee at gmail.com
Tue Apr 17 00:25:14 PDT 2018


I have been asked a few times about an Android port of Custom by people who
wanted to use it. And there are editors for graphics and music on phones,
so it's not unreasonable to build game creation engines for smartphones.
A laptop with a touchscreen is quite a different proposition, because it
doesn't require an Android build, and you can fallback to the keyboard.

On 17 April 2018 at 17:26, Michael Kidder <mkidder at gmail.com> wrote:

> It always does feel weird to those of us that have primarily used desktops
> for most of our computing lives, but there is a large amount of people that
> compute entirely out of their phone now. I could also see it coming in
> handy if you set up a tablet with a keyboard and mouse, or laptops with
> touchscreens.
>
> On Sat, Apr 14, 2018 at 11:16 AM, Ralph Versteegen <teeemcee at gmail.com>
> wrote:
>
>>
>>
>> On 12 April 2018 at 03:52, James Paige <Bob at hamsterrepublic.com> wrote:
>>
>>>
>>>
>>> On Wed, Apr 11, 2018 at 8:34 AM, Ralph Versteegen <teeemcee at gmail.com>
>>> wrote:
>>>
>>>>
>>>>
>>>> On 12 April 2018 at 03:18, James Paige <Bob at hamsterrepublic.com> wrote:
>>>>
>>>>> I am wondering if we should just enable this across the board for all
>>>>> usemenu calls?
>>>>>
>>>>
>>>> I would say so. I think the only place where we might want to use
>>>> right-dragging for something else is in the sprite editor. If we want some
>>>> special secondary action while dragging something, we could use
>>>> left-dragging and then show a popup menu, or require holding Ctrl.
>>>>
>>>>
>>>
>>> How about I enable right-drag-scrolling by default, and give MenuState a
>>> .no_drag_scrolling member that can selectively disable it? That seems
>>> simple enough.
>>>
>>
>> Sure, that makes a lot of sense.
>>
>>
>>>
>>> All this mouse support has me thinking about finally working on an
>>> Android port of Custom (after fufluns). It would be pretty cool to be able
>>> to work on my game from my phone. ;)
>>>
>>
>> I've thought of it many times over the years, but am always forced to
>> conclude that it seems crazy, even on a tablet where bringing up an
>> on-screen keyboard for text input is OK. There are just so many editor
>> where you need to use keyboard shortcuts, for which I assume an on-screen
>> keyboard won't do. . But I guess you could do maybe 80-90% of things
>> already or with small tweaks to Custom, if that's enough to make a port at
>> all useful? Otherwise you can find all those editors which use shortcut
>> keys and add toolbars and buttons... hmm, that's actually starting to feel
>> like an approachable task, since nearly all of Custom now at least allows
>> navigating with the mouse. Maybe it's not as bad as I thought.
>>
>> Also, sorry, I still need to reply to the other email... tomorrow!
>>
>>>
>>>
>>>
>>>>
>>>>
>>>>> It means that any menu code that does right-click-to-exit needs to
>>>>> check IF (readmouse.release AND mouseRight) ANDALSO readmouse.drag_dist < 10
>>>>>
>>>>> On Wed, Apr 11, 2018 at 8:17 AM, <subversion at hamsterrepublic.com>
>>>>> wrote:
>>>>>
>>>>>> james
>>>>>> 2018-04-11 08:17:01 -0700 (Wed, 11 Apr 2018)
>>>>>> 54
>>>>>> Enable mouse right-drag scrolling on the browse screen
>>>>>> ---
>>>>>> U   wip/browse.bas
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>>>>>
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