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Pocket Frog new release?


Pocket Frog new release?

Postby Guest » Feb 16, 2004 @ 7:08pm

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Postby Kzinti » Feb 16, 2004 @ 7:11pm

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Postby Presto » Feb 16, 2004 @ 7:53pm

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Postby Kzinti » Feb 16, 2004 @ 7:58pm

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Postby fzammetti » Feb 16, 2004 @ 8:52pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby Kzinti » Feb 16, 2004 @ 9:02pm

That's not a bad idea Fzammetti. Something like a stand-alone SetRenderTarget(). Only this time it would be a free standing function instead of a class method. I like this. I can see this as being useful for most uses anyways.
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Postby Presto » Feb 16, 2004 @ 10:11pm

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Postby fzammetti » Feb 16, 2004 @ 11:04pm

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby Kzinti » Feb 16, 2004 @ 11:12pm

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Postby fzammetti » Feb 17, 2004 @ 1:00am

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"
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Postby Presto » Feb 17, 2004 @ 3:46pm

Sure, I use GetKeyList(), and provide key-mapping functionality in Dr. Pocket.

Here's where I'm coming from. When Dr. Pocket was first released, I didn't include key-mapping functionality. When the game was reviewed, I discovered (to my surprise) that the right-most button on the Axim X5 (vkStart), is the D-Pad center button on the h1910.

So... If the right-most button is supposed to do a certain function, how will I know if the button being pressed IS the right-most button? I used to think I could check for vkStart... Now I know I can't.

Also, when keymapping... You have to remember that for each button press, you get the ButtonDown() and ButtonUp() functions called twice. Once with a dummy key value, and once with the real key value. Some other threads state that not even the dummy values are the same across devices, so discarding certain values can be dangerous.

It doesn't seem like there are any good solutions to this.
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SDKs for fast and robust device-independent access to Pocket PC display hardware.

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