In article <4598F4B1.28487.A8123E@twegner.swbell.net>, "Tim Wegner" <twegner@swbell.net> writes:
I downloaded the alpha and briefly tried running it. The text screens look great!
Sweet :)
What functionality should I be checking to help you?
Anything text related, since the main image doesn't save right. Slideshows don't work right and don't play friendly with event-driven I/O. I think to get them back on, I'll need to make a separate slideshow thread that periodically feeds keyboard input to the app or something. The existing code has a busy-wait loop while its looking for keyboard input and checking slideshow code at the same time. While you could literally do the same thing in Win32 land, it would be silly for a machine to be using 100% CPU when its sitting there waiting for a keystroke or a timer to expire. Basically the slideshow stuff has to be reworked to be timer based instead of polling. The keyboard input code is acting like a bowl of jello: push here, it pops out there. I tried going back to the original assembly code and translating that into C and it sort of helped, but not quite. I think the bottom line is that the wintext.c code is *almost* what you need to implement fractint's keyboard input model, but because its not *exactly* what you need it keeps messing things up. Keys either end up being discarded too early (in which case the UI appears dead) or they need to be hit multiple times in order to work (in which case the UI appears sluggish). There's times where I have it working in most places and then there's some weird keyboard interaction in another part of fractint that's different from all the rest and it messes up again. -- "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download <http://www.xmission.com/~legalize/book/download/index.html> Legalize Adulthood! <http://blogs.xmission.com/legalize/>