Martin_Head wrote:I thought, Surely the Window Manager would use some standard bit pattern, and then convert it to the correct form for the hardware it's running on.
With the limits imposed by the QL hardware you have to make shortcuts. SMSQ/E on the other hand can convert sprites between the different colour modes. The converted sprite is cached because the systems were/are still too slow to make the conversion live.
If I am writing a PE/Window manager program that I want to run in mode 4, and mode 8, and maybe GD2 modes. Do I need to write 2, or 3 different Window Definitions, one for each screen mode.
If you use the system palette then no, you only need to do one definition. Except for mode 8 maybe, but that's because of the different pixel size, not the colours.
As far as working out how much memory to reserve for the Window Working Definition, and Status areas. I was thinking about writing a routine that would allocate an area of memory, fill it with something like $55.
I'm at a conference and don't have access to my files. But that sounds awfully complicated. EasySource I think outputs the needed value, so I'd really advice for designing the menu in EasyMenu and convert that to assembler using EasySource.