#141920 - keldon - Mon Oct 01, 2007 5:37 pm
How do you generally go about implementing GUI's on the DS where the user interface is more in the form of an application than a game in regards to GUI element navigation.
I could tackle it by allowing each screen to have both dynamic navigation hints, and to be able to read from a file. This is how I did my uni project; I edit not_so_easily_computable (or at least quicker to etch in GIMP) via SVG editing, and leave anything with a uniform arrangement down to algorithms. Of course you can also have a search method that will search for the best candidate in a particular direction using simple distance heuristics.
Having said that, I've just examined the approach used in Windows; it just goes for the shortest distance within 45 degrees in the direction you are aiming at!
I could tackle it by allowing each screen to have both dynamic navigation hints, and to be able to read from a file. This is how I did my uni project; I edit not_so_easily_computable (or at least quicker to etch in GIMP) via SVG editing, and leave anything with a uniform arrangement down to algorithms. Of course you can also have a search method that will search for the best candidate in a particular direction using simple distance heuristics.
Having said that, I've just examined the approach used in Windows; it just goes for the shortest distance within 45 degrees in the direction you are aiming at!