Progress Update: Dirty Flags and HyperModeAs an aside, I've went and did the optimizations necessary for the GUI to be run alongside a game. This includes a very crafty system that looks at history records to determine which areas need updating, and then this is translated into flags/commands for the Draw() function.
The rendering engine has been nicknamed
"Phazon" due to its highly potent cache-optimized drawing.
This comes full circle with an optimization called
"HyperMode" that disables pixels from being downloaded off of the graphics card. This results in a MASSIVE speedup for all GUI text and icon drawing operations, and will be a key feature to enable while a game is being played. It will be forced on while in a game, but the user can configure DELTA to use it outside of game mode if necessary.
The only caveat to HyperMode is that various texts and icons on the screen will have a "forced" solid background color that is grabbed from the DTML script for those elements. This doesn't look quite as pretty as normal mode, but the trade-off is definitely worth it.
With the file open and save dialog, I actually have file type support working already. But none of the 5 controls are complete - I just have a simple debug file list displaying the contents of the C:\ directory.
It'll take me quite a few more days before I can call NitroGUI v2.0 complete, but I'm getting there.
