Jarvis is a sensitive rat with a big appetite and unmatched puzzle-solving skills. Their mission: save the world.īernadette is a small - but brave - mouse with a score to settle. Under the direction of famed mouse inventor Gadget Hackwrench, they work together as a team to solve BIG problems using SMALL gadgets. "Gasp worthy escapades.Covert terminology worthy of a James Bond flick" - SLJĪround the globe, exceptional mice live in the shadows. But i would like to use the structure of FOOL.You've heard of the Rescue Rangers. Other windows such as a main or dialog window are automatically assigned a function so that when the mouse clicks it, the grad-window function is called. The window can be a assigned a function whenever it is clicked by the mouse or a key is pressed on the keyboard. A control window's function is user-defined. The purpose of a control window will be to hold texts, sprites or buttons on the screen. A control windows can branch from both main and dialog windows. There are four different window types: main window, child window and control window.Ī main window is the window used by the application, and a child window is a child of the main window. And each window has a function assigned to it. A window is a rectangular region of the screen. To maintain objects on the screen a window will be used. The main objects of the GUI system are: the Screen, Keyboard and the Mouse. Events generate messages and these messages will be passed to the system to handle. The mouse and keyboard will generate events. Quick Idea: I have an idea to use message passing in my library. You should write a Technical Document and a Programmer's Guide for FOOL. How is the tree structured using Gnode & Node? What's the difference between a Gnode and a Node? Does a Gnode define where a sprite should be one screen? I am so confused. ![]() Oh so, main has all the points to each item, and it is passed it SI, and caller calls each item in main? putpixel : ret do nothing because it is just an example main dd node -$ - 4 ,item1 ,item2 ,item3 item1 dd node -$ - 4 ,item2 ,item3 : item2 dd node -$ - 4 ,item3 : item3 dd putpixel, 0, 10, 1, 2 ,color put a pixel at 0,10, 1 pixel large, 2 pixels high. It will come in handy for me later in my library. Then, each time a graphic item is executed, the X and Y values from parent will be added to x,y of current, and on return, x and y of current are restoredīut the FOOL syntax and program structure is a bit complex-I don't understand. If you make the node function, you will be able to support trees.Ĭode: struct wNone Window Node call dd ? funtions id to call for this item x1 dw? left y1 dw ? top x2 dw ? right y2 dw ? bottom width dw ? window width height dw ? window height title rb 128 window caption cache rb 64000 cache the screen data beneath the window ends Then, you see that everything is optional.Įven coordinates are optional because a window can be hidden, or non graphic. then, you have the start coordinates, and the count of pixels. It is more efficient for the graphic items to have X,Y, XL and YL. Then, each time a graphic item is executed, the X and Y values from parent will be added to x,y of current, and on return, x and y of current are restored. In fool, i use esi for the current item, and as graphic needs relative position, edi is used as parent item. Of course, you need to pass a parameter to the function, this parameter is the pointer to the item. Then, to execute, you take the first data, and use it as a pointer to a function, and call it. ![]() The id of the item is its adress, only its adress, and is not into the data structure. Does it work in DOS? (meaning, if I enter VESA mode in XP, would it work?)Ĭode: struct wNone Window Node call dd ? funtions id to call for this item x1 dw? left y1 dw ? top x2 dw ? right y2 dw ? bottom width dw ? window width height dw ? window height title rb 128 window caption cache rb 64000 cache the screen data beneath the windowends Yea your right, VGA 320x200 pixels are HUGE!!! I recently made a routine to DrawText in VGA and it doesn't look so pretty. I don't know where to find useful and sufficient information on VESA. To put a pixel is very difficult unlike the simple, AH=0Ch/Int 10h. I checked out a few stuff on VESA and I realized that it isn't as simple as VGA (mode 13h). Probably, the structure could hold information such as, height, width, etc.Ībout VESA. How do I check? Will the tree have this information? Do I can every 60 pixels on each for 20 lines to see if the cursor is there? I think I could have a structure that could have certain information on that object. So as long as the cursor is within the parameters of 100,170 and 160,190 then the action assigned to the button can be executed. Let's say we have the rectangle 100,170 to 160,190.
0 Comments
Leave a Reply. |