by Dan East » Feb 28, 2001 @ 9:52pm
Don't mean to shoot you down randall, but that's a bad idea. First off, you wouldn't know if the SIP was displayed or not. Second, there are several modifiers that result in different keymappings, such as SHIFT and au. There's also the numerical entry mode. Further, many people do not default to the keyboard SIP, and use the freehand entry, or an altogether different 3rd part add-on SIP. It would be far, far easier to simply fix the glitch were the MIPS version does not display the SIP.<br>I really don't think that the onscreen controls are overwriting the SIP, because the onscreen controls are not drawn via the Game API direct screen access. They are blitted onto the window's DC, only when a WM_PAINT message is received. So in that regard Pocket Quake is typical of any normal Pockey PC application. I suspect that the reason it doesn't work is as follows; with the iPaq version I get the screen buffer and hang onto it for long periods of time (basically indefinitely). It is a recommendation of Microsoft's to hang onto the buffer for multiple frames. However this does not work on the Casio devices, as Carpediem skillfully determined through debugging. He discovered that the buffer must be retrieved and released for each frame, otherwise a white screen results. My hunch is that when the buffer is retrieved, the Pocket PC OS closes the SIP, assuming that it would only get trashed and overwritten. Offhand I can't think of a way to work around it, besides discovering why the screen buffer can't be held onto for multiple frames, as MS says you can.<br>A future possible enhancement will be the ability to support user-mapable custom skins, which could be used for keyboard, onscreen controls, etc.<br><br>Dan East