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Re: Input Field in an RB3D Space

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Input Field in an RB3D Space
From: Frank Condello <developer at chaoticbox dot com>
Date: Wed, 1 Nov 2006 16:02:21 -0500
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References: <33cbfa100611011104k37266c8p89cd1147ec72caa0 at mail dot gmail dot com> <46A38A88-BC46-4D19-B3FD-A1C1515BC3F0 at gmail dot com>

On 1-Nov-06, at 2:08 PM, George Bohnisch wrote:

So if I wanted to make the "chat window" within the rb3d space scrollable. So the user can scroll up to look at previously posted entries, you think that would be possible?

Possible? Yes. Easy? No, not really...

Text in 3D games is always a pain but you can take shortcuts. It's best to approach this as two separate problems: Keyboard input, and text display.

A recent thread here on the games NUG addressed input so I'll just refer you to that discussion: <http://support.realsoftware.com/listarchives/realbasic-games/2006-06/ msg00038.html>

As for display, there's a couple ways to go about it - either draw each character individually using a font bitmap as a texture, or create a texture that contains all the text and update the whole thing whenever the something changes (e.g. using a Picture object). Each method has its pros and cons but the second approach is probably the easiest to accomplish in Rb3D.

Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>


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From  Wed 1 Nov 2006 15:31:14 -0600
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Date: Wed, 1 Nov 2006 15:31:14 -0600
From: joe at strout dot net
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On Nov 01, 2006, at 20:25 UTC, Víctor_Fernández_Fernández wrote:

is possible draw text on spritesurface ?

Yes.

how ? with statictect controls ?

No, with Sprites, or with the PaintTile method/event.

Best,
- Joe

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From  Wed 1 Nov 2006 15:36:16 -0600
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Date: Wed, 1 Nov 2006 15:36:16 -0600
From: joe at strout dot net
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On Nov 01, 2006, at 21:02 UTC, Frank Condello wrote:

As for display, there's a couple ways to go about it - either draw each character individually using a font bitmap as a texture, or create a texture that contains all the text and update the whole thing whenever the something changes (e.g. using a Picture object). Each method has its pros and cons but the second approach is probably
the easiest to accomplish in Rb3D.

Actually, with the new Trimesh class, the first approach wouldn't be
that hard either, especially if you can make some assumptions such as
fixed-width characters.  A 40x24 character display (same as the old
Apple II) would be a single TriMesh with 1920 triangles, and you could
display any character in any position just by setting its UV
coordinates appropriately.

Or, you could have a separate Trimesh for each line, which would make
scrolling easier (just shift all the meshes up, and take the top one
down to become the new bottom row).

Of course something with proportional characters, and more like a
modern EditField than a retro terminal display, would be harder.  But
there's much to be said for neo-retro.  :)

Cheers,
- Joe



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