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#Actualmike3

Posted 22 January 2013 - 04:01 AM

What do you mean by "messages" here? Like telling the dialog to add an item to its list box, etc.? What uses the queue? What do you mean by "answers"?

I mean it more like a message-box not a system message. Like any string you want to represent to the user, like "Really drop item XYZ" which has possible answers "Yes/No" and a follow up message of either "you dropped item XYZ" or "you stow item XYZ in your bag again". You use the queue to make sure the user doesn't miss any of the information. Say you move on a square with a trap on it, which will generate information for the user: 1. there is a trap, 2. whether you fell into the trap, 3. if you fell in how much damage did you take. The Queue ensures that the UI can digest the messages in it's own pace and you don't miss any message.

 

Ah! A queue for the display messages. That makes sense smile.png But I'm asking about how to represent/implement dialog boxes with widgets on them that show various kinds of information, drawn on the game screen. Not as many kinds of widgets as an OS GUI would have (and nowhere near the same level of functionality), but some, like simple list boxes and text fields (as mentioned in the original post, this is to show stuff like the items in your pack, magic spells, and so forth.). How to represent that and also present it to the rendering system (the layout, widgets, etc.). What would you suggest?


#3mike3

Posted 22 January 2013 - 03:59 AM

What do you mean by "messages" here? Like telling the dialog to add an item to its list box, etc.? What uses the queue? What do you mean by "answers"?

I mean it more like a message-box not a system message. Like any string you want to represent to the user, like "Really drop item XYZ" which has possible answers "Yes/No" and a follow up message of either "you dropped item XYZ" or "you stow item XYZ in your bag again". You use the queue to make sure the user doesn't miss any of the information. Say you move on a square with a trap on it, which will generate information for the user: 1. there is a trap, 2. whether you fell into the trap, 3. if you fell in how much damage did you take. The Queue ensures that the UI can digest the messages in it's own pace and you don't miss any message.

 

Ah! A queue for the display messages. That makes sense smile.png But I'm asking about how to represent/implement dialog boxes with widgets on them that show various kinds of information, drawn on the game screen. Not as many kinds of widgets as an OS GUI would have (and nowhere near the same level of functionality), but some, like list boxes and text fields. How to represent that and also present it to the rendering system (the layout, widgets, etc.). What would you suggest?


#2mike3

Posted 22 January 2013 - 03:58 AM

What do you mean by "messages" here? Like telling the dialog to add an item to its list box, etc.? What uses the queue? What do you mean by "answers"?

I mean it more like a message-box not a system message. Like any string you want to represent to the user, like "Really drop item XYZ" which has possible answers "Yes/No" and a follow up message of either "you dropped item XYZ" or "you stow item XYZ in your bag again". You use the queue to make sure the user doesn't miss any of the information. Say you move on a square with a trap on it, which will generate information for the user: 1. there is a trap, 2. whether you fell into the trap, 3. if you fell in how much damage did you take. The Queue ensures that the UI can digest the messages in it's own pace and you don't miss any message.

 

Ah! A queue for the display messages. That makes sense smile.png But I'm asking about how to represent/implement dialog boxes with widgets on them that show various kinds of information. Not as many kinds of widgets as an OS GUI would have (and nowhere near the same level of functionality), but some, like list boxes and text fields. How to represent that and also present it to the rendering system (the layout, widgets, etc.). What would you suggest?


#1mike3

Posted 22 January 2013 - 03:38 AM

What do you mean by "messages" here? Like telling the dialog to add an item to its list box, etc.? What uses the queue? What do you mean by "answers"?

I mean it more like a message-box not a system message. Like any string you want to represent to the user, like "Really drop item XYZ" which has possible answers "Yes/No" and a follow up message of either "you dropped item XYZ" or "you stow item XYZ in your bag again". You use the queue to make sure the user doesn't miss any of the information. Say you move on a square with a trap on it, which will generate information for the user: 1. there is a trap, 2. whether you fell into the trap, 3. if you fell in how much damage did you take. The Queue ensures that the UI can digest the messages in it's own pace and you don't miss any message.

 

Ah! A queue for the display messages. That makes sense :) But I'm asking about how to represent/implement dialog boxes with widgets on them that show various kinds of information. Not as many kinds of widgets as an OS GUI would have, but some, like list boxes and text fields. How to represent that and also present it to the rendering system (the layout, widgets, etc.). What would you suggest?


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