So my Grad Project Advisor is no longer Dr. Rice (prof of mathematics) but Mr. Combeer (director of information technology). Neither of them are much for programming, but at least the IT director can hire technology people (read: programmers) who might understand Berlin. I just have to make sure he asks the interviewees the right questions.
I'm getting positive feedback from the Berlin crew. Or at least from the ones who have 3d cards. They're giving me the warm fuzzies! There's a lot of chatter on berlin-design, finally. I thought of using save unders (or backing store, not sure which these days) to implement the mouse pointer and allow the same API for clients. X does this for transient windows like popups, if I'm not mistaken. Another idea came out, to avoid the work-associated-with-the-scene-graph for windows that are obscured. Unfortunately, there's nobody in Berlin who can convert 2d pixel coordinates into a scene graph node, short of doing all the associated-work. The proposal is to add such intelligence into the drawing kit, the only place allowed to talk in terms of pixels.
Complicated. I'd rather get some basic hardware acceleration into Berlin now and think about such things later.
I originally thought that I would need to split the SDLConsole into two modes, dependant on the DrawingKit, but as it turns out, the SDLConsole object is fine, my changes only apply to the SDLDrawable object. What I really, really want is an SDLGLDrawable object. Whether it should live in the GL DK or the SDL Console is a matter I'd rather leave up to the policy makers, but I'll do something if no one tells me what to do. I already made one attempt to update the code w.r.t. choosing multiple Drawables, but failed miserably. Perhaps a knowledge of C++ would help, as there seem to be some tricks involved in guaranteeing (at compile time) than an object is of the right type, and my SDLDrawableGL != SDLDrawable. Oh well.