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Old 10-15-2020, 12:06 PM   #9
EastEriq
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EastEriq can program the VCR without an owner's manual.EastEriq can program the VCR without an owner's manual.EastEriq can program the VCR without an owner's manual.EastEriq can program the VCR without an owner's manual.EastEriq can program the VCR without an owner's manual.EastEriq can program the VCR without an owner's manual.EastEriq can program the VCR without an owner's manual.EastEriq can program the VCR without an owner's manual.EastEriq can program the VCR without an owner's manual.EastEriq can program the VCR without an owner's manual.EastEriq can program the VCR without an owner's manual.
 
Posts: 199
Karma: 195502
Join Date: Jan 2018
Device: Cybook Orizon, PocketBook Touch HD
Quote:
Originally Posted by GerReader View Post
- Is there anything comparable to Menus and Dialogs in the SDK for Buttons? So far I low-level coded buttons by drawing bitmaps, catching screen tap events and checking if the x/y coordinates are within the button bitmap.

- I'd like to switch the game chooser screen to a scrolled area, similiar to the book browser library. There are functions like `AddScrolledArea` in `inkview.h`, but I'm unsure how to use this exactly. Is there example code somewhere?

- There is a special type of menu (for example when long-tapping a book in the home screen) that opens with some kind of 'arrow' pointing to the tapped object. What object in the SDK is this?

- One big element that is still missing in my app is individual configuration of game parameters. There is something like `ConfigEditor` in the SDK, but I'm completely unsure if I can use this, or if I need to low-code manual configuration.
Maybe pbterm has a bit of all four? I don't know how an inkview call should look like in the code, but I don't spot at first sight anything in its codebase which screams of tedious low level



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