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Activities which make use of the entire screen, and moreover require active cursor movement across it, may wish to hide the Toolbox completely from view, eliminating the possibility that it could be invoked at the screen edge via the mouse.  Hard-hiding allows activities to do this.  The primary use case for this mode is action games which could be interrupted accidentally during gameplay.  As such, these guidelines are written with respect to a fullscreen game, but their principles should carry over to other uses activity developers may find.
 
Activities which make use of the entire screen, and moreover require active cursor movement across it, may wish to hide the Toolbox completely from view, eliminating the possibility that it could be invoked at the screen edge via the mouse.  Hard-hiding allows activities to do this.  The primary use case for this mode is action games which could be interrupted accidentally during gameplay.  As such, these guidelines are written with respect to a fullscreen game, but their principles should carry over to other uses activity developers may find.
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Hard-hiding removes all access to the Toolbox for an extended period of time, and therefore should only be used within activities which don't have their own toolbars.
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Hard-hiding removes all access to the Toolbox for an extended period of time, and therefore should only be used within activities which don't have their own toolbars.  Also, since hard-hiding eliminates any means of invoking the Toolbox, the activity must always provide any of the basic functionality otherwise contained within the Activity Toolbar itself.  Any game which supports networked play over the mesh should always provide a way for the initiator to name the instance.
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Since hard-hiding eliminates any means of invoking the Toolbox, the activity must always provide another way to return to it.  To remain consistent with soft-hiding mode and with general expectations, the escape key should always provide a mechanism for doing so, even if another means exists.  The escape key could immediately exit the game, returning to an intro screen where the Toolbox can be shown, but it will more likely pause the game and reveal a menu containing an option to do so.
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To remain consistent with soft-hiding mode and with general expectations, the escape key should always provide a mechanism for exiting the game, even if another means exists.  The escape key could immediately exit the game, returning to an intro screen, but it will more likely pause the game and reveal a menu containing an option to do so.
    
{{hig-subnav-intra|p_page=Text and Fonts|c_section=The Sugar Interface|c_page=Toolbars|n_page=Rollovers}}
 
{{hig-subnav-intra|p_page=Text and Fonts|c_section=The Sugar Interface|c_page=Toolbars|n_page=Rollovers}}
 
</div>
 
</div>
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