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UI Improvements, Round 2: Match UI

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Re: UI Improvements, Round 2: Match UI

Postby Hellfish » 30 Nov 2011, 10:54

Found a slight problem, the "Always Accept/Decline" context menu does not work with the new stack. Performance-wise however, everything now feels up to the standard of the old UI (Or possibly even better, it's a little hard to tell) :D

Also, the Burning Vengeance deck I was talking about is the one I posted here: viewtopic.php?f=48&t=5696

EDIT: Also a minor niggle; When I hover over a card and press Ctrl+D to view details, the view reverts to image as soon as the mouse is moved, even if I'm still over the same card. It would be a little more user friendly if it didn't revert until the next time you hovered over a card instead.
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: UI Improvements, Round 2: Match UI

Postby Sloth » 30 Nov 2011, 11:58

Hellfish wrote:EDIT: Also a minor niggle; When I hover over a card and press Ctrl+D to view details, the view reverts to image as soon as the mouse is moved, even if I'm still over the same card. It would be a little more user friendly if it didn't revert until the next time you hovered over a card instead.
I still favor having the details and the picture visible all the time.

EDIT: Little bugs
When I click on my own library I get the message "Decklist too long for dialog" (53 cards). The opponents Hand and the libraries are still available when the developer feature is disabled.

EDIT2:
When I start a game with the new GUI and after that a game with the old GUI, I get this crash:
| Open
forge.GuiDisplay cannot be cast to forge.view.match.ViewTopLevel


Version:
Forge version SVN

OS: Windows 7 Version: 6.1 Architecture: amd64

Java Version: 1.6.0_24 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.ClassCastException: forge.GuiDisplay cannot be cast to forge.view.match.ViewTopLevel
at forge.view.match.ViewField.updateDetails(ViewField.java:150)
at forge.control.match.ControlField$2.update(ControlField.java:129)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.MyObservable.updateObservers(MyObservable.java:38)
at forge.GuiDisplay.addObservers(GuiDisplay.java:733)
at forge.GuiDisplay.<init>(GuiDisplay.java:165)
at forge.view.swing.OldGuiNewGame.startButtonActionPerformed(OldGuiNewGame.java:890)
at forge.view.swing.OldGuiNewGame$14.actionPerformed(OldGuiNewGame.java:635)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(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.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(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 slapshot5 » 30 Nov 2011, 13:17

Doublestrike wrote:
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.
Yep. Looks good. 25%, eh? Must mean you're on a quad-core. Must be nice. :)

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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 30 Nov 2011, 13:29

We need something better than a giant question mark for a player's avatar. I thought we had some kind of a "face in shadow" looking icon, but I don't see it in SVN anywhere. Perhaps moomarc can whip something up.

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Re: UI Improvements, Round 2: Match UI

Postby moomarc » 30 Nov 2011, 14:13

slapshot5 wrote:We need something better than a giant question mark for a player's avatar. I thought we had some kind of a "face in shadow" looking icon, but I don't see it in SVN anywhere. Perhaps moomarc can whip something up.

-slapshot5
I'll try put something together this evening.
-Marc
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Re: UI Improvements, Round 2: Match UI

Postby Rob Cashwalker » 30 Nov 2011, 15:08

"face in shadow"
Or we could just use moomarc's avatar itself.......
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Re: UI Improvements, Round 2: Match UI

Postby moomarc » 30 Nov 2011, 16:23

Rob Cashwalker wrote:
"face in shadow"
Or we could just use moomarc's avatar itself.......
Can't say I EVER thought I'd have my face in a game :lol:

moomarc wrote:
slapshot5 wrote:We need something better than a giant question mark for a player's avatar. I thought we had some kind of a "face in shadow" looking icon, but I don't see it in SVN anywhere. Perhaps moomarc can whip something up.
I'll try put something together this evening.
Here's one I just drew up and a slight variation on it.
Attachments
Mage01.jpg
Avatar original
Mage02.jpg
Avatar variation
-Marc
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Re: UI Improvements, Round 2: Match UI

Postby Sloth » 30 Nov 2011, 17:41

moomarc wrote:Here's one I just drew up and a slight variation on it.
I vote for the variation, because it doesn't look like Jace.
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Re: UI Improvements, Round 2: Match UI

Postby moomarc » 30 Nov 2011, 19:51

Sloth wrote:
moomarc wrote:Here's one I just drew up and a slight variation on it.
I vote for the variation, because it doesn't look like Jace.
Yip. I'd planned on the first having more colours with some red side lighting perhaps, but just didn't have the time to get that right. So I thought I'd just post those two variations for now seeing as I don't think I'll have any spare time for the next few weeks. Anyone with image editing skills can feel free to play with them :mrgreen:
-Marc
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Re: UI Improvements, Round 2: Match UI

Postby Jaedayr » 30 Nov 2011, 22:44

Sloth wrote:I still favor having the details and the picture visible all the time.
I agree.

The old UI checkbox does not take effect if you then go into quest mode.

Is the player avatar the same format etc. as the quest opponent avatars? If so, is it possible to copy/rename/replace the player file with the icon of your choice? And then, is that format easily created so players could even create their own player avatars?
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 30 Nov 2011, 23:44

Jaedayr wrote:Is the player avatar the same format etc. as the quest opponent avatars? If so, is it possible to copy/rename/replace the player file with the icon of your choice? And then, is that format easily created so players could even create their own player avatars?
Yeah, I think it's the same. We should probably have a default image, then allow a user to put a custom image in a different directory. Ideally, we would probably have an "Import avatar pic" option so the user doesn't need to manually put anything in a directory. I was thinking about this this morning.

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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 01 Dec 2011, 00:04

sloth wrote:I still favor having the details and the picture visible all the time.
I'll be committing a new new UI incorporating this, and friarsol's suggestions, and resizable regions, in about 12 hours (assuming nothing goes wrong).

After that, I'll be attacking all the small requests generally starting from page 2 of this thread.

Re: avatar - looks good. We'll need one for the AI as well.
Last edited by Doublestrike on 01 Dec 2011, 00:12, edited 1 time in total.
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 01 Dec 2011, 00:12

We should probably have a default image, then allow a user to put a custom image in a different directory. Ideally, we would probably have an "Import avatar pic" option so the user doesn't need to manually put anything in a directory. I was thinking about this this morning.
I think it would be good in the skin, so if you're playing the rebel skin, you play as Luke against Vader, or something. The look would change depending on the skin, which is the whole idea.

EDIT
Jaedyr wrote:Is the player avatar the same format etc. as the quest opponent avatars? If so, is it possible to copy/rename/replace the player file with the icon of your choice? And then, is that format easily created so players could even create their own player avatars?
It shall be done.
Last edited by Doublestrike on 01 Dec 2011, 04:43, edited 1 time in total.
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 01 Dec 2011, 04:37

slowe wrote:If I start a match in quest mode, it uses the new GUI even if I have the old GUI checkbox selected.
Fixed r12356.

Hellfish wrote:When I start a game with the new GUI and after that a game with the old GUI, I get this crash:
Fixed r12357.

Hellfish wrote:Also, the Burning Vengeance deck I was talking about is the one I posted here
Cheers. Will get right on it.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 01 Dec 2011, 07:13

Doublestrike wrote:
sloth wrote:I still favor having the details and the picture visible all the time.
I'll be committing a new new UI incorporating this, and friarsol's suggestions, and resizable regions, in about 12 hours (assuming nothing goes wrong).
Doublestrike, I'm not sure what all this is going to look like when you check it in, but I wanted to throw something out there at this point: Some of the View boxes (like the ViewInput) look like they hang off the edge of the screen. Maybe I'm the only one this bothers, maybe not. I've tweaked a few things to the point where I think it looks much cleaner. (Some of the gaps between boxes can still be adjusted for consistency, but this shows the general idea):
Screen shot 2011-12-01 at 1.07.23 AM.png


-slapshot5

PS: I put the two avatars in locally. It looks pretty cool!
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