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UI Improvements, Round 2: Match UI

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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 03 Dec 2011, 06:24

Doublestrike wrote:Posted the latest UI layout reshuffle, r12403. Placed the input on the SW, so the majority of clicking happens in the same region - hand plays, input moves, and the mouse only travels half of the distance compared to a NW input.
Along the same lines, it would be my preference to have the Dock in the SE corner under the card pic and card details. It looks out of place top left. It's probably the least important of all the panels we have. That gives more vertical room for stack and combat (and maybe most importantly, the log, when that's implemented).

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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 03 Dec 2011, 07:05

slowe wrote:the focus seems to get stuck more easily
Understood, will be addressed. Just a few "return focus" lines that missed the boat here and there.

slapshot5 wrote:Dock in the SE corner
This may take too much space from the picture and detail? Will wait for Popular Opinion on that one before implementing.

friarsol wrote:Just trying to clarify what you mean here and the situations it happens.
Yes, that's exactly what it's for. On the nose.

slowe wrote:but right now it seems a little off
Yes, is a little off. There's a lot of situations this happens and I didn't chase down and test every one.

Basically, whenever the input receives an action that is not correct, it lets the user know somehow. Maybe even different levels of reminding

- red for "expected yes/no" (e.g. play a card during mulligan)
- an orange for "right spell wrong time" (e.g. sorcery during AI turn)
- a yellow for "expecting something different" (e.g. instant played while paying ability cost mana)

This is mostly to prevent the user from pounding repeatedly on the mouse without having any response from the program (as I've done many times before). It's nice for the UI to say "yes, I hear you" so the user has to think that much less.

friarsol wrote:Looking like a terrible weekend for me to give feedback
? Was it something I said? :)
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 03 Dec 2011, 08:33

sloth wrote:When a spell or ability is played the picture of the source card should be displayed in the picture panel until the mouse is moved on another card.
Done r12411.

sloth wrote:Spells and abilities on the stack had a box in the color of their source card around them and the letters were also in this color
Had a look at this and didn't find any existing functionality, then tried to implement myself and ran into the obvious problem: what about multicolored cards? So, this is not done yet, need a little more info.

slowe wrote:the focus seems to get stuck more easily.
Had a look into this, and all the previous focus-ers have been included. If you could explain a reproducible example, I'll re-open the case.

slowe wrote:some way to fullscreen the playing field would be nice
This can be done with a dock button, but I'm a little unclear on what you have in mind. Do you want a dialog pop out, or simply saved resize settings?

=========

With the exception of @sloth's color stuff, I've now debugged through page 4. Onward and upward.
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Re: UI Improvements, Round 2: Match UI

Postby Sloth » 03 Dec 2011, 09:35

Doublestrike wrote:
slapshot5 wrote:Dock in the SE corner
This may take too much space from the picture and detail? Will wait for Popular Opinion on that one before implementing.
I think it's a good idea. This panel can be very small by default and the picture has currently too much space anyway.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 03 Dec 2011, 13:48

Doublestrike wrote:
sloth wrote:Spells and abilities on the stack had a box in the color of their source card around them and the letters were also in this color
Had a look at this and didn't find any existing functionality, then tried to implement myself and ran into the obvious problem: what about multicolored cards? So, this is not done yet, need a little more info.
I can't find the code for this right now, but the color we use is java.awt.Color.orange for multicolored I think.

see GuiDIsplayUtil.getBorder for colors we use I believe.

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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 03 Dec 2011, 16:05

I'm going to have a go at implementing the GameLog/Console piece for the Tabber.

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Re: UI Improvements, Round 2: Match UI

Postby timmermac » 03 Dec 2011, 19:24

So far, my only complaints about the new UI are that the opponent's icon do not show up and panel widths do no seem to be persistent between games of a match or between matches. I keep having to drag the panel with the highlighted card's picture wider.
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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 03 Dec 2011, 23:59

slapshot5 wrote:I'm going to have a go at implementing the GameLog/Console piece for the Tabber.

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Awesome. Things I can think of to put in the logger.

- Adding something to the Stack (including the targets)
- Attackers declared (including Defending Object)
- Defenders declared (including Blocked Attacker)
- Life changes. Poison counter changes.
- SAs resolving and what they did to what (damage, drawing, etc)
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 04 Dec 2011, 00:58

r12421 just posted. Layout resizing is now saved.

Also, a new skin, "smith", with one of moomarc's old designs I found in a different thread, screenshot below.

Going to start on the mana pools today. Could someone in the know tell me if it's a large, impractical job to give a mana pool to the computer?
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smith.png
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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 04 Dec 2011, 01:47

Doublestrike wrote:r12421 just posted. Layout resizing is now saved.

Also, a new skin, "smith", with one of moomarc's old designs I found in a different thread, screenshot below.

Going to start on the mana pools today. Could someone in the know tell me if it's a large, impractical job to give a mana pool to the computer?
Didn't Sloth already give the AI a mana pool?
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Re: UI Improvements, Round 2: Match UI

Postby Jaedayr » 04 Dec 2011, 02:29

Flashback cards cannot be flashed back. I have one in my graveyard along with two other normal cards. The UI says I have one flashback card, when I click the icon it shows me all three cards in the graveyard but clicking them does nothing.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 04 Dec 2011, 03:45

friarsol wrote:Awesome. Things I can think of to put in the logger.

- Adding something to the Stack (including the targets)
- Attackers declared (including Defending Object)
- Defenders declared (including Blocked Attacker)
- Life changes. Poison counter changes.
- SAs resolving and what they did to what (damage, drawing, etc)
I have checked in a first pass at this. Not sure it's the most visually appealing. And it could use someone who knows how to make it scroll.

Currently, it will show:
1. turns
2. stack add
3. stack resolve

TODO:
1. make the panel scrollable
2. add attackers declared
3. add blockers declared

Not sure how much or detailed we want to get with life/poison.

Any feedback is appreciated.

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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 04 Dec 2011, 03:59

Bug: The Card picture can hang over the border of the card picture panel:

Screen shot 2011-12-03 at 9.58.29 PM.png
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 04 Dec 2011, 04:10

Bug: The latest updates with font changes have made the progress bar text not fit. (On Mac at least. Haven't checked Windoze.)

Screen shot 2011-12-03 at 10.07.55 PM.png


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Re: UI Improvements, Round 2: Match UI

Postby ArsenalNut » 04 Dec 2011, 04:19

friarsol wrote:Didn't Sloth already give the AI a mana pool?
The AI has a mana pool but doesn't really use it. When the AI casts a spell it doesn't use the Mana spell ability to add/remove mana to/from the pool like when spells are cast by the human player.

I was reworking this as part of the feature addition for Issue 266 "AF_Mana should support Produced$ Any". I got about 80% percent done then got slammed with work. I haven't checked in any code because there are some bugs with my AI spell casting rework to I need to address. I was planning to work on it over the holidays when I am off.
So many cards, so little time
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