The program's window was originally broken up into several ncurses subwindows: a scrolling text area at the top, areas with stats at the left and other status information at the bottom, and an overhead map, the dungeon window in the large center area left over. When I ported it to Mac I broke everything down into "paint this character at these coordinates" except the dungeon window, which I painted with tiled icons (potentially more than one at a given tile space: the ground icon and an item's icon, for instance).
Sometimes the window is emptied and the whole window is used for scrolling text.
I'd be interested in advice on what the best way to do the same work in GTK is. At present I'm thinking about:
At top, a scolling, non-editable text area.
At the left and bottom, labels arranged from top to bottom which are kept up to date. (Question: Is it possible to change the text of a label once it's been added?)
At the center, a grid implemented with packing boxes, each box containing a tile created by superimposing one or more 16x16 pixel icons. This should be as large as it can be. (How can I find out how much space a packing box can potentially contain?)
Use a popup window for what I covered with the whole screen being used for scrolling text.
I think this would be using GTK better, but I'd welcome feedback on how to improve this design.
Thank you,
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++ Jonathan Hayward, jonathan.hayward@xxxxxxxxx
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