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UI Improvements, Round 2: Match UI

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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 29 Nov 2011, 13:03

Forger wrote:Please tell me that the old GUI will always remain an option.
I don't think "always remaining an option" is something we can guarantee.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 29 Nov 2011, 13:35

Must be related to the latest round of changes, but I can no longer click a card in my hand to play it (play land, cast spell, discard, nothing).

-slapshot5

Edit: Definitely caused by r12318 - Returned animation capabilities to hand panel.
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Re: UI Improvements, Round 2: Match UI

Postby Sloth » 29 Nov 2011, 15:30

slapshot5 wrote:Must be related to the latest round of changes, but I can no longer click a card in my hand to play it (play land, cast spell, discard, nothing).

-slapshot5

Edit: Definitely caused by r12318 - Returned animation capabilities to hand panel.
Even the mouse over effect (showing the card in the upper right) doesn't work anymore.
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Re: UI Improvements, Round 2: Match UI

Postby Jaedayr » 29 Nov 2011, 22:01

I just updated to 12325 (using new UI) and am unable to play any cards from my hand. They highlight when moused over but don't do anything when clicked. I passed my first turn and was then unable to discard down to seven cards to end the turn.

Regarding the earlier question about the old UI. From my experience here, major new enhancements are usually enabled with the option to continue with the old for awhile, at least until many of the bugs have been fixed and the functionality surpasses the original. I suspect that will be true for the new UI as well.
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 30 Nov 2011, 00:20

Yeah sorry about that card problem. Fixing now. Got too excited that the animation was working.

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Edit: Fixed r12326.
Last edited by Doublestrike on 30 Nov 2011, 01:51, edited 1 time in total.
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 30 Nov 2011, 00:26

Forger wrote:Please tell me that the old GUI will always remain an option.
I think this is related to the reduced card art size? You had mentioned in a previous thread that you have a big display, and like big card pictures, but this didn't make it into the feature request page, so was not a priority in my design.

One of the goals of the current UI was to target lower screen resolutions; so resizing and functionality remains on small screens (800 x 600) and big ones (1680 x 1050). Unfortuntately, there's a bit of a sacrifice at present since 15% of 800 looks a lot different than 15% of 1680 (for example, font scaling is much different). These display details will take some massaging to get right.

BUT, on the "todo" list is panel resizing, so the card art can be embiggened, and hopefully you'll get the results you like. Also, if you have any requests, please put them up here so they can at least be seen, and hopefully implemented.
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 30 Nov 2011, 01:55

Doublestrike wrote:However, this may have introduced some sizing/resizing issues since the old UI follows different layout rules.
These issues are probably resolved in r12328.
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Re: UI Improvements, Round 2: Match UI

Postby friarsol » 30 Nov 2011, 03:45

I think it's awkward having the Input panel on the left side of the screen and the Stack on the right side. I keep skipping through things on the Stack even though I'm not actually looking at them.

Much of the "pass priority" input text should be represented through the UI. Some highlighting/icons can show everything that block of text shows. Priority can change the color of the border of the PlayerZone. Once a full phase block is implemented, that will handle who's turn and what phase. It'd be nice if the Stack tab listed how full the Stack was.

Stack(0) or Stack(3)

Similarly, Combat can list how many attackers there are.

Edit: I don't know how easy it is to move around the panels, but I'd definitely experiment with this setup:

Move input box to middle-right. Move Card Detail Pane to middle left in between player boxes. Squeeze room in the player info boxes since there seems to be some extra room.
Move the quick settings icons to the lower-right.

Also, the Player tab should be in the reverse order.
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 30 Nov 2011, 04:04

Some really good input there, @friarsol.

I think it's fairly easy to move the panels, I'll have a go later when I get home.
Last edited by Doublestrike on 30 Nov 2011, 04:33, edited 1 time in total.
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 30 Nov 2011, 04:13

friarsol wrote:It'd be nice if the Stack tab listed how full the Stack was.
Done r12330.

friarsol wrote:Similarly, Combat can list how many attackers there are.
Done r12331.
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Re: UI Improvements, Round 2: match UI

Postby slapshot5 » 30 Nov 2011, 04:44

Doublestrike wrote:
slapshot5 wrote:Whenever the New Gui is being displayed, the CPU is pegged the whole time. As soon as I close it and go back to the home screen, the java process settles back down.
Yeah, this was the repainting from mouseover thing I mentioned in my "devtips" post...I'll investigate.
Any progress on this? This is my biggest block to testing sessions right now. And probably the only remaining showstopper in the new GUI.

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Re: UI Improvements, Round 2: match UI

Postby Doublestrike » 30 Nov 2011, 05:43

slapshot5 wrote:And probably the only remaining showstopper in the new GUI
Quite generous of you to say :) There's a few more things on my list before the fat lady sings - most notably, resizing panels, which will happen at the same time as Sol's rearrange request and Sloth's card visibility request (would love to kill it tonight but it may take longer than 2-3 hours).

slapshot5 wrote:Any progress on this?
Can you give me a tip or three on a plugin that will let me see what you're talking about, or how to see this, or...something. I'm a little lost - not that it won't get done I'm just not sure what you're referring to. Bummer it's delaying testing sessions. 8-[
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Re: UI Improvements, Round 2: match UI

Postby slapshot5 » 30 Nov 2011, 05:53

Doublestrike wrote:
slapshot5 wrote:Any progress on this?
Can you give me a tip or three on a plugin that will let me see what you're talking about, or how to see this, or...something. I'm a little lost - not that it won't get done I'm just not sure what you're referring to. Bummer it's delaying testing sessions. 8-[
To see that the CPU is pegged when the new GUI is up? I just use top, but if you're on Windows, I'm guessing Task Manager will show the java process using the CPU at 100%.
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 30 Nov 2011, 06:34

slapshot5 wrote:I'm guessing Task Manager will show the java process using the CPU at 100%.
Oh. I thought you were talking about the "Memory Analyzer" plugin or something.

Anyway, on my machine, it runs at about 25% (the same as FreeCell, for example). Maximum 1GB RAM used from my quick tests, so I didn't really notice any performance problems, although I haven't played many full matches.

I'll have a look into that excessive amount of repaints - that could be the problem right there.
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 30 Nov 2011, 08:27

slapshot5 wrote:Any progress on this?
Doublestrike wrote:I'll have a look into that excessive amount of repaints - that could be the problem right there.
Sorted that. How 'bout now? r12333.
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