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Messages - surt

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Work In Progress / Re: A Better Inventory Slot Layout
« on: August 13, 2016, 06:34:01 am »
Personally I would get rid of the distinction altogether.
Treat 2x1 and 1x2 identically except rotate the object sprite when in the other slot type.
I don't see how it adds to the game, I just find it an annoyance.

X-Com hasn't discovered the technology of rotation yet?

2
Offtopic / Re: Other kinds of 'xcom' in the future?
« on: March 22, 2014, 11:21:26 pm »
Something like apocalypse or fallout tactics...  But with more individual personalization, like night vision goggles, body armour, different weapon modes....
Wouldn't that be UFO: Aftermath?

3
Offtopic / Re: Windows + touchscreen/stylus problems + possible fix
« on: March 02, 2014, 07:54:44 am »
Cool didn't know about that.
Cursor moves fine, but now when using stylus I have the windows cursor drawn on top of the in-game cursor and for some reason it's stuck on the waiting cursor.
It'd still be nice to have it working properly in fullscreen.

4
Offtopic / Windows + touchscreen/stylus problems + possible fix
« on: March 01, 2014, 11:50:49 pm »
I recently got a new tablet PC and trying to play openxcom windows daily build, but when using touch and active stylus in fullscreen the mouse cursor gets offset making it basically unusable. Works fine in windowed mode.

I've had his issue in the past with SDL based games on various devices with absolute pointing too.

Any ideas how to fix this?

EDIT:
Tried setting environment variable SDL_MOUSE_RELATIVE=0 to no effect.
grafx2 seems to have solved this problem: https://code.google.com/p/grafx2/issues/detail?id=317#c5 diff

EDIT2:
Problem also occurs on my linux desktop with my Intuos.
The following change to Cursor.cpp seems to do the trick:
Code: [Select]
Cursor::Cursor(int width, int height, int x, int y) : Surface(width, height, x, y), _color(0)
{
SDL_ShowCursor(SDL_ENABLE);
unsigned char cursor = 0;
SDL_SetCursor(SDL_CreateCursor(&cursor, &cursor, 1,1,0,0));
}

Cursor::~Cursor()
{
SDL_FreeCursor(SDL_GetCursor());
}

I'm sure it's not the best place for the code, you don't need to do this every time you create a cursor, just once at startup but it works as a quick hack.

EDIT3:
Okay, moved that code into Game.cpp in the Game constructor and destructor and remove the "SDL_ShowCursor(SDL_DISABLE);" line from the Cursor constructor and it still seems to work fine.

EDIT4:
Forked on github and sent pull request.

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