General UI support
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Re: General UI support
by Max mtg » 22 Feb 2012, 03:41
That extra click for game type is a fair tradeoff for elimination of confusion when someone who plays for the first time cannot decide which point of the list to choose... or has to scroll down to see two other listboxes on small screens.Doublestrike wrote:Re: selection options. That would be introducing another click into the mix - player (click), gametype (click), deck (click click), player (click), gametype (click), deck (click click). I personally like having all the options in front of me right away. Tabs were chosen to support small screens and also multiple players in the future. But, there's always a better mousetrap - what does everyone else think?
Maybe accordeon would be better than tabs? It will be able to show deckname in header and is somewhat closer to having all options in front of you.
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Re: General UI support
by Doublestrike » 22 Feb 2012, 04:40
Yep, good point. But give me a week or so and there'll be something even better in place - just gotta code it up.
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Re: General UI support
by Sloth » 22 Feb 2012, 08:56
Maybe chosing game type can make room for both players fitting on the same screen again:Doublestrike wrote:@Max - the four fields are color gen, custom decks, theme gen, and quest decks. The deck manager was still under construction when I finished this code, so that functionality still needs testing, but should need very little work.
Re: selection options. That would be introducing another click into the mix - player (click), gametype (click), deck (click click), player (click), gametype (click), deck (click click). I personally like having all the options in front of me right away. Tabs were chosen to support small screens and also multiple players in the future. But, there's always a better mousetrap - what does everyone else think?
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Re: General UI support
by Max mtg » 22 Feb 2012, 11:00
Sloth, try shrinkning the window width to a minimum of 800px - there's no space for 4 barrels
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Re: General UI support
by Sloth » 22 Feb 2012, 12:33
I just feel better clicking "Start" when i can see what i have chosen for both players.Max mtg wrote:Sloth, try shrinkning the window width to a minimum of 800px - there's no space for 4 barrels
How about this (including throwing out the Singleton Mode, etc options)?
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Re: General UI support
by Doublestrike » 22 Feb 2012, 13:18
Thanks for the suggestions, guys, I've got enough to go on now. Just give me a few days and I guarantee you'll like the results - we'll have our cake and eat it too.
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Re: General UI support
by slapshot5 » 22 Feb 2012, 13:48
Yes, yes, a thousand times yes.Sloth wrote:I just feel better clicking "Start" when i can see what i have chosen for both players.
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Re: General UI support
by Chris H. » 23 Feb 2012, 00:05
Rev 14289 gives me the following 8 errors, there may be a missing piece to this merge:
- errors | Open
- The method getMenuCommand() of type ControlSubmenuColors must override or implement a supertype method ControlSubmenuColors.java /ForgeSVN/src/main/java/forge/control/home/constructed line 48 Java Problem
The method getMenuCommand() of type ControlSubmenuCustom must override or implement a supertype method ControlSubmenuCustom.java /ForgeSVN/src/main/java/forge/control/home/constructed line 28 Java Problem
The method initialize() of type ControlSubmenuColors must override or implement a supertype method ControlSubmenuColors.java /ForgeSVN/src/main/java/forge/control/home/constructed line 39 Java Problem
The method initialize() of type ControlSubmenuCustom must override or implement a supertype method ControlSubmenuCustom.java /ForgeSVN/src/main/java/forge/control/home/constructed line 36 Java Problem
The type ControlSubmenuColors must implement the inherited abstract method IControlSubmenu.getCommand() ControlSubmenuColors.java /ForgeSVN/src/main/java/forge/control/home/constructed line 16 Java Problem
The type ControlSubmenuColors must implement the inherited abstract method IControlSubmenu.getView() ControlSubmenuColors.java /ForgeSVN/src/main/java/forge/control/home/constructed line 16 Java Problem
The type ControlSubmenuCustom must implement the inherited abstract method IControlSubmenu.getCommand() ControlSubmenuCustom.java /ForgeSVN/src/main/java/forge/control/home/constructed line 20 Java Problem
The type ControlSubmenuCustom must implement the inherited abstract method IControlSubmenu.getView() ControlSubmenuCustom.java /ForgeSVN/src/main/java/forge/control/home/constructed line 20 Java Problem
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Re: General UI support
by friarsol » 23 Feb 2012, 01:38
Put a temporary fix in for the compiler errors. Not sure if this is what we wanted to do here, but compile errors are never a good thing.
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Re: General UI support
by Doublestrike » 23 Feb 2012, 03:04
Hmm, yeah something may have missed the boat. I probably forgot to add a new class to version control. Thanks for that.
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Re: General UI support
by moomarc » 01 Mar 2012, 08:42
I haven't actually played a full game in a while so don't know whether this is new, but whenever the human draws a card, the card animation has a weird glitch. In addition to the card being animated toward your hand while growing, a copy is animated away from it while shrinking.
Then, I don't know if its related to this glitch or not, but I could barely get through a game this morning due to slowdown, and I'm running on a really good graphics card with 12gigs RAM and an i7 processor. Is anyone else having this problem? I ask because I had a major crash the other night while working on a big 3d project, so I might just have fried my graphics card (although everything else seems fine).
One last thing, the library and poison counters don't become opaque while hovering over them like the rest of the player status icons.
Then, I don't know if its related to this glitch or not, but I could barely get through a game this morning due to slowdown, and I'm running on a really good graphics card with 12gigs RAM and an i7 processor. Is anyone else having this problem? I ask because I had a major crash the other night while working on a big 3d project, so I might just have fried my graphics card (although everything else seems fine).
One last thing, the library and poison counters don't become opaque while hovering over them like the rest of the player status icons.
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Re: General UI support
by Doublestrike » 02 Mar 2012, 00:53
Hmm, yeah, I think that animation problem is definitely new. I'll see what I can do today, with the opacity bug too.
EDIT - opacity bug has been updated. Poison counters have no click event, so they don't have a hover listener. Animation will have to wait for the match UI / battlefield refactor.
EDIT - opacity bug has been updated. Poison counters have no click event, so they don't have a hover listener. Animation will have to wait for the match UI / battlefield refactor.
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Re: General UI support
by Doublestrike » 03 Mar 2012, 12:18
Finished!
I've had trouble using "save as" decks in the deck editor. The deck will duplicate, but the name will remain the same as the old one.
Also, there's an occasional NPE when deleting draft decks, but I haven't nailed it down to a repro case yet.
A few more highlights:
- Constructed mode should be right now (thanks moomarc for the explanation).
- There should be a significant performance increase in the home menu area, since it's fully singleton now.
- Deck editor is back in the main menu
Let the bugs come crawling in.r14513: Full home UI rebuild: singleton design pattern, better menu structure, improved resizing dynamics, constructed mode rebuild.
I've had trouble using "save as" decks in the deck editor. The deck will duplicate, but the name will remain the same as the old one.
Also, there's an occasional NPE when deleting draft decks, but I haven't nailed it down to a repro case yet.
A few more highlights:
- Constructed mode should be right now (thanks moomarc for the explanation).
- There should be a significant performance increase in the home menu area, since it's fully singleton now.
- Deck editor is back in the main menu
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Re: General UI support
by Chris H. » 03 Mar 2012, 13:41
I noticed that there is no longer an "Exit" button but I guess that it is not really needed.
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Re: General UI support
by friarsol » 03 Mar 2012, 17:43
It seems weird to me on the constructed view that you would choose the AIs deck first, and my deck second.
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