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UI Improvements, Round 2: Match UI

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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 15 Dec 2011, 06:31

Chris H. wrote:Is it possible to compile the default skin into the code? And if someone's skin is picked and it turns out to be invalid/missing we could have the code use the default skin instead?
I just thought of another option - there could be an icon that's just a red block, so any part of the user skin that hasn't been included will show up as solid red by default. Or, as above

Doublestrike wrote:...load the default skin, then the user preferred skin, and fill in the missing stuff with the default objects.
Holler if you like something, and I'll implement immediately. :)

Opinions on graphic resizing also welcome.

==========

Rob Cashwalker wrote:I think icons should go under images, leaving pics for just card art, and for that matter, it should be ignored by SVN, because anytime the contents changes (download new pics) SVN thinks you're changing something.
+1 on this, Christmas has come early.
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Re: UI Improvements, Round 2: Match UI

Postby Rob Cashwalker » 15 Dec 2011, 12:19

/
+1 on this, Christmas has come early.
Well, don't open the eggnog yet... I may have screwed it all up.... Besides, the character icons aren't free, so where should they go?
The Force will be with you, Always.
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Re: UI Improvements, Round 2: Match UI

Postby Chris H. » 15 Dec 2011, 18:59

Doublestrike wrote:...load the default skin, then the user preferred skin, and fill in the missing stuff with the default objects.

Holler if you like something, and I'll implement immediately. :)
`
This sounds like it may be the best idea. :)
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Re: UI Improvements, Round 2: Match UI

Postby Chris H. » 15 Dec 2011, 19:06

Rob Cashwalker wrote:/
+1 on this, Christmas has come early.
Well, don't open the eggnog yet... I may have screwed it all up.... Besides, the character icons aren't free, so where should they go?
`
I seem to have been able to get it to work OK on my machine.

Is it possible to place the quest opponents (and maybe the two default mage faces) into an folder named "avatars"? Things are getting crowded in the icons folder.

The avatars are not shipped with the forge archives but are downloaded separately. It might be OK to keep them where they are.
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Re: UI Improvements, Round 2: Match UI

Postby Sloth » 15 Dec 2011, 21:12

I dared to meddle a bit with the card detail panel. Now only the text area is verticaly enlarged if enough space is present (there is no point in giving the labels name, type, etc. more vertical space). I was always upset to have to scroll the text of wordy cards, no matter how much i enlarged the panel (because it was formerly vertically split 50:50).

I'm a noob in working with this part of the code, so please correct me, if i did anything wrong.
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Re: UI Improvements, Round 2: Match UI

Postby Jaedayr » 15 Dec 2011, 23:24

AI cast Putrefy on my creature during its turn. The AI Cards in Graveyard count on screen stayed at 0 until the beginning of the next AI turn even though I could view the card in the graveyard during my turn. The AI flashback count also was 0 but Putrefy showed up in that window as well.
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Re: UI Improvements, Round 2: Match UI

Postby Jaedayr » 15 Dec 2011, 23:50

I forgot to mention in my last post that everything I have previously posted in this thread is now working! :D

My latest game produced this when my Master of the Wild Hunt went hunting Cinderbones.

Code: Select all
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.RangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at forge.CardList.getCard(CardList.java:380)
   at forge.CardList.get(CardList.java:393)
   at forge.card.cardfactory.CardFactoryCreatures$33.resolve(CardFactoryCreatures.java:1226)
   at forge.MagicStack.resolveStack(MagicStack.java:908)
   at forge.Phase.passPriority(Phase.java:847)
   at forge.ComputerAIGeneral.stackResponse(ComputerAIGeneral.java:584)
   at forge.ComputerAIGeneral.stackNotEmpty(ComputerAIGeneral.java:526)
   at forge.gui.input.InputControl.updateInput(InputControl.java:258)
   at forge.GuiInput.update(GuiInput.java:52)
   at java.util.Observable.notifyObservers(Unknown Source)
   at java.util.Observable.notifyObservers(Unknown Source)
   at forge.MyObservable.updateObservers(MyObservable.java:38)
   at forge.gui.input.InputControl.resetInput(InputControl.java:144)
   at forge.Phase.passPriority(Phase.java:836)
   at forge.gui.input.InputPassPriority.selectButtonOK(InputPassPriority.java:73)
   at forge.GuiInput.selectButtonOK(GuiInput.java:86)
   at forge.control.match.ControlInput.btnOKActionPerformed(ControlInput.java:104)
   at forge.control.match.ControlInput.access$0(ControlInput.java:103)
   at forge.control.match.ControlInput$1.actionPerformed(ControlInput.java:51)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.AbstractButton.doClick(Unknown Source)
   at javax.swing.AbstractButton.doClick(Unknown Source)
   at forge.view.toolbox.FButton$1.keyPressed(FButton.java:94)
   at java.awt.Component.processKeyEvent(Unknown Source)
   at javax.swing.JComponent.processKeyEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.KeyboardFocusManager.redispatchEvent(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$2.run(Unknown Source)
   at java.awt.EventQueue$2.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
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Re: UI Improvements, Round 2: Match UI

Postby Milod » 16 Dec 2011, 07:56

bring back the deck editor button on the main screen plz i acces deck editor alot so i need it on the main screen.

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Re: UI Improvements, Round 2: Match UI

Postby Jaedayr » 16 Dec 2011, 23:08

None of the token images that I downloaded yesterday (12/15) appear to work. I noticed some were missing in-game and when I cannot view them outside the game. Images from earlier seem to be working fine.
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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 16 Dec 2011, 23:56

Doublestrike, any idea when the bug where clicking on blank space activates the last card you hovered on? I didn't think it was a huge deal at first, but I think it needs to be resolved before a beta comes out.
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 17 Dec 2011, 03:21

friarsol wrote:Doublestrike, any idea when the bug where clicking on blank space activates the last card you hovered on? I didn't think it was a huge deal at first, but I think it needs to be resolved before a beta comes out.
Okey doke, I'll look into that. I was wondering when people would notice that :)
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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 17 Dec 2011, 03:24

Doublestrike wrote:
friarsol wrote:Doublestrike, any idea when the bug where clicking on blank space activates the last card you hovered on? I didn't think it was a huge deal at first, but I think it needs to be resolved before a beta comes out.
Okey doke, I'll look into that. I was wondering when people would notice that :)
It wasn't a problem until the wrong land got played and then I couldn't cast a game winning spell the turn before i lost.
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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 17 Dec 2011, 04:28

The first checkin for actually paying mana from the Player Panel is now in. Lemme know if there's any issues with it. I haven't removed the ManaPool card just in case it doesn't quite work as expected. It seems to be working for the most part, but for sure can use some fine-tuning and extra eyes on it.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 17 Dec 2011, 04:54

friarsol wrote:The first checkin for actually paying mana from the Player Panel is now in. Lemme know if there's any issues with it. I haven't removed the ManaPool card just in case it doesn't quite work as expected. It seems to be working for the most part, but for sure can use some fine-tuning and extra eyes on it.
Was there supposed to be an InputMana class checked in? I've got lots of errors.

-slapshot5
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Re: UI Improvements, Round 2: Match UI

Postby moomarc » 17 Dec 2011, 06:11

slapshot5 wrote:
friarsol wrote:The first checkin for actually paying mana from the Player Panel is now in. Lemme know if there's any issues with it. I haven't removed the ManaPool card just in case it doesn't quite work as expected. It seems to be working for the most part, but for sure can use some fine-tuning and extra eyes on it.
Was there supposed to be an InputMana class checked in? I've got lots of errors.

-slapshot5
Same here. Can't start Forge at the moment because of it.
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