Flexible Windows
version 12/110611 by Jon Ingold
Documentation
- Chapter: Introduction
- Chapter: Constructing a Layout
- Section: Concepts
- Section: Positioning windows
- Section: Sizing Windows
- Section: Specifying Window Type
- Section: Defaults and Corrections
- Section: Rock values
- Chapter: Using Windows
- Section: Overview
- Section: Opening Windows
- Section: Closing Windows
- Section: Window Rules
- Section: Locating the current window
- Section: Placing the cursor (text-grids only)
- Section: Redrawing windows
- Chapter: Debugging verbs
- Chapter: Special features
- Chapter: Alternative input
- Chapter: Echo streams and the transcript
- Chapter: Change log
- Example: * Inventory Window - A simple example showing how to place an side window displaying the player's inventory.
- Example: ** Inventory Window and Picture - A more complex example, that also provides an image panel above the inventory.
Chapter: Introduction
Section: Overview
Flexible Windows allows the Glulx author to construct and fill a series of multiple windows, which can be created and destroyed safely during the course of play. Restarts and restores are all handled properly. Windows can be graphical, text-buffers (like the main window is) or text-grids (in which case, glk calls can be used to place characters anywhere within them).
Although Flexible Windows does not supply any rules for using graphical windows beyond the most basic, several can be found in Emily Short's Simple Graphical Window extension. The examples below demonstrate some ideas. However, Flexible Windows is not compatible with Simple Graphical Window. The Glimmr family of extensions provides extensive support for graphics in Flexible Windows.
Flexible Windows requires Glulx Entry Points by Emily Short.
Note that as of version 9, the method of specifying drawing rules for windows has changed. See the Window Rules section below.