rephrased and restructured the notes on pred. dialog (the reference text was never meant to be used for user guidance). if this is too formal, feel free to lighten it up.

svn-id: r27333
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Kostas Nakos 2007-06-10 20:14:49 +00:00
parent d7412b65f4
commit 63fc173d71

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README
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@ -29,7 +29,7 @@ Table of Contents:
* 3.12 Simon the Sorcerer notes
* 3.13 The Feeble Files notes
* 3.14 The Legend of Kyrandia notes
* 3.15 Sierra AGI games predictive dialog notes
* 3.15 Sierra AGI games Predictive Input Dialog notes
* 3.16 Known Problems
4.0) Supported Platforms
5.0) Running ScummVM
@ -537,41 +537,55 @@ To run The Legend of Kyrandia under ScummVM you need the 'kyra.dat' file,
which can be found on the 'Downloads' page of the ScummVM website.
3.15) Sierra AGI games predictive dialog notes:
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The Predictive Input Dialog is a ScummVM aid for running AGI engines games (which
notoriously have command line input) on devices with limited keyboard input. The
dialog is fully usable with the mouse, but a few provisions have been made to make
its use more comfortable by naturally mapping the functionality to the keypad.
3.15) Sierra AGI games Predictive Input Dialog notes:
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The Predictive Input Dialog is a ScummVM aid for running AGI engines games
(which notoriously require command line input) on devices with limited keyboard
support. In these situations since typing with emulated keyboards is quite
tedious, commands can be entered quickly and easily via the Predictive Input
Dialog.
In order to enable predictive input in AGI games, you need to copy the pred.dic
file in the ScummVM extras folder or the folder of the game you wish to play.
This dictionary has been created by parsing through all known AGI games and
contains the maximum set of common words.
The predictive input dialog works in three modes, switchable by the Pre/123/Abc
button:
The primary input method implemented by the predictive input dialog - predictive
mode - resembles the way "fast typing" is done in phones: The alphabet is divided
into 9 sets which naturally map to the 9 number keys of the numeric keypad (0 is
space). The dialog utilizes a dictionary of words which has been created by parsing
through all known agi games and creating the maximum set of common words. At
runtime, the dictionary is searched each time the user presses a numeric key for
words matching the numeric prefix up to that point. The user can press the next
button when there are multiple matches for the same prefix. The matching operation
and the way of putting together the dictionary have been designed so as to not hint
the user for words (e.g. pressing random keys and seeing what word the prediction
converges to). Also, when a user OKs the dialog, or presses space and if there are
multiple matches for the same prefix, the word finally chosen is brought to the
front of the list, essentially implementing a Most Recently Used approach.
If the dictionary is detected, the Predictive Input Dialog is displayed either
when you click on the command line area (wherever keyboard input is required,
even in dialog boxes), or in some ports by pressing a designated hot key.
The second input method is numeric: Each key the user presses is shown as a number.
The predictive input dialog operates in three modes, switchable by the
(*)Pre/123/Abc button. The primary input method is the predictive mode (Pre)
which resembles the way "fast typing" is performed at phones. The alphabet is
divided into 9 sets which naturally map to the 9 number keys of the numeric
keypad (0 is space). To type in a word, you press once the number of the set
which contains the letter of the word you intend to type, then move on to the
next. For example, to type the command 'look', you should press 5665. As you
gradually type the intended word's numeric code, the dictionary is accessed for
known words matching your input up to that point. As you press more keys, the
prediction converges to the correct word. This is why the printed word may
change dramatically between key presses. There exist situations though where
more than one words share the same numeric representation. For example the
words 'quit' and 'suit' map to the same number, namely 7848. In these cases the
(#)next button lights up. By pressing it, you can cycle through the list of
words sharing the same code and finally accept the correct one by pressing
(0)space or the Ok button.
The third input method is the Multi-tap Alpha input mode: The user presses a numeric
key and uses the next button to cycle through the corresponding key's assigned
letters.
The second input method (123) is the numeric input: Each key you press is
entered verbatim as a number.
The user must have a dictionary and can either click on the command line or hit a
'Predictive dialog' hotkey to make the Predictive Input Dialog appear.
The third input method (Abc) is the Multi-tap Alpha input mode. This mode is
intended for entering free text, without assistance from the dictionary scheme
of predictive (Pre) mode. The text is entered one letter at the time. For each
letter first press the number of the set which contains the letter you want,
then use the (#)next button to cycle through the letters and repeat with
another number. For example, to enter the word 'look' you must press the
following: 5##6##6##5#
The dialog is fully usable with the mouse, but a few provisions have been made
in some ScummVM ports to make its use more comfortable by naturally mapping the
functionality to the numeric keypad. Also, the dialog's buttons can be
navigated with the arrow and the enter keys.
3.16) Known Problems:
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