[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]

Re: UI - multiple issues



On Thu, 23 Jun 2005 18:49:07 +0200, Jens Granseuer <jensgr@xxxxxxx> wrote:

On 22.06.2005 21:29, Andrej Krivulčík wrote:
I'd like to have doubleclick implemented also in main menu when selecting
mission/campaign/saved game. It works in saving and CoMET so I suppose it
won't be that difficult to add :-).

It's easy to implement, but I'm not sure it would be a good idea. In fact, it currently isn't implemented on purpose. I could imagine that change makes it too easy to accidentally start a game when you're not done setting the options. Other opinions?

Well, double-clicking is quite common nowadays and people tend to double-click only on items they want to confirm, don't you think :-)? I must admit that "our" double-click is a little bit different from the "standard" double-click (it is enough to click on a selected item) but I think that it will do more good than bad...



Another issue I'd like to propose is an improvement of the crystal
transportation sliders. They have inconsistent behavior when clicking
inside the bar but not on the slider itself: the in-shop slider moves on
the other end, the "just-departing" slider has variable width (probably
depending on the total amount of crystals available) and thus it changes
the amount by variable amount (sometimes by 1, sometimes by 3 etc.). And
in this case holding the mouse button doesn't do what most people would
expect -- the continuous addition/substraction of crystals (as if the
mouse press repeats).

Well, I'm confused. What is it you're actually proposing? Which behaviour do you consider correct and which not? I do agree that more consistency is good.

Actually I was proposing that you make it consistent and only pointed out in what way they differ.
IMHO the "just-departing" slider is more common in standard applications so I think that the in-shop slider should be changed. The slider should however have a minimum width of, say, 4-5 pixels because it's quite hard to hit the rather small 2-pixels-wide slider when there is 100+ crystals available. I'd like to be able to continuously move the slider by holding the mouse button pressed next to it (like scrollbars in any application :-) ).



I also suggest that the crystals transportation slider in the depot window
should be reversed. I keep departing with empty
carriers because the convention is that when I want to increase the amount
transported I have to "add" the amount on the
slider (to the right) or at least I find that more natural nad
intuitive... The slider in the "just-departing" window is in the "correct"
direction.

Fine with me if noone objects, although I think that the icons do a nice job of showing which side is which.

Well, they do, but it's the other way than in the other transportation window and if nothing else, it's confusing. It will be also more consistent then.



Also I have noticed that it's not possible (I think) to select the blue
player only with keyboard. When I hit Enter I select the yellow player and
there's no way to select the blue player... Prove me wrong :-).

I can't...

Hmm, looks like we need something like:

////////////////////////////////////////////////////////////////////////
// NAME       : NiceFunction
// DESCRIPTION: Insert a '_' before first letter found in str
//              except char
// PARAMETERS : str  - string to change
//              char - letters to skip (case insensitive)
// RETURNS    : character before which '_' was inserted
////////////////////////////////////////////////////////////////////////

You could then call
NiceFunction(&SecondPlayerName, NiceFunction(&FirstPlayerName, ' '));
and the problem would be resolved (I *think*).


Fixed.

Yeah, yeah! More, more! :-)

Andrej