SCUMM: Remaining Mac GUI issues for Indy3 and Loom
— at Version 15
This bug collects known remaining issues with the Macintosh GUI for Indiana Jones and the Last Crusade, and Loom. Most of them too small to warrant their own bug report.
- In emulation, the game runs at 640x480 pixels. ScummVM uses 640x400 pixels. I've played both Last Crusade and Loom to verify that the different positioning of the menu doesn't affect gameplay, but it is a difference.
- We also do not support the low-resolution mode used on 9" Mac screens. It's not something I have any personal interest in, but maybe there is someone out there who's nostalgic for it?
- In the original, the menu bar is activated by pressing the Command button. On PC style keyboards, this would probably be the Alt key, since that's how both Basilisk II and Mini vMac works. ScummVM instead uses the built-in feature to activate the menu when the mouse is moved to the top of the screen. This seems friendlier to touch devices, but it would be nice if we could support both. (Note that Alt-clicking is used by at least some window managers to drag windows, i.e. the click is not passed to the application.)
- The menu-auto-appears even when the mouse is hidden.
- The Edit menu isn't implemented at all. (Note that if we do implement clipboard handling, we have to make sure pasting text into an editable text widget does not exceed its maximum length.) I believe the original only uses the Edit menu for the Save dialog:
- As the Save dialog screenshot shows, the menus that aren't used for the dialog should be disabled. Except for the Apple menu, where the menus are still enabled and the Apple menu itself is highlighted:
- The upper corners of the menu bar are green. (I think I've filed a bug report for this for another game, but I can't find it at the moment. Maybe it was part of another bug report.)
- When loading images, ScummVM is not restricted to the 16 colors of the game palette, so it uses the ones from the image itself. This is probably technically an enhancement, but perhaps not something we need to fix or even flag as such?
- The "About" dialogs are recreated based on observed behavior, but I've taken some liberties. The animations in the Loom one are probably the most obvious difference. I think they maintain the spirit of the originals, but if anyone wants to go the extra mile to make them exact... Rounded corners are also drawn a bit differently.
- At least on my old Macintosh, there was a "blinking" animation when selecting a menu item.
- The editable text widget is currently limited to ASCII. That was a temporary thing while I was testing it, but as we all know there's nothing as permanent as a temporary fix...
- The Macintosh color palette is currently hard-coded. The games have a "clut" resource, but using that looks wrong so there must be something else involved?
- There are a lot of hard-coded texts that we should be able to read from the STRS resource. I wasn't sure how to do that correctly, though.
- Our save/load dialogs are a bit inconsistent. The Loom one is ours, built from scratch, where I added a "Delete" button that's not implemented. The Last Crusade one is built from the DITL resource, and doesn't have a "Delete" button. We should make up our minds about that.
I was a bit confused by this bit: "In the original, the menu bar is activated by pressing the Command (Alt) button."
As far as I can tell, the menu is activated by the Command (⌘) key, which is different from the Alt (a.k.a. Option (⌥)) key. The Alt key has no effect on the menu in these games.