UI Improvements, Round 2: Match UI
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 01 Dec 2011, 07:27
So it does!slapshot5 wrote:I put the two avatars in locally. It looks pretty cool!
(Keep those screenshots coming, it's good to see the output on other screens and systems.
I'd actually done this on purpose to see the effect (and get a few extra pixels), but the gaps look a lot better. I'll put them in in the update.slapshot5 wrote:Some of the View boxes (like the ViewInput) look like they hang off the edge of the scree
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Re: UI Improvements, Round 2: Match UI
by Sloth » 01 Dec 2011, 11:15
This does not seem to be fixed.Doublestrike wrote:Fixed r12356.slowe wrote:If I start a match in quest mode, it uses the new GUI even if I have the old GUI checkbox selected.
Also the new GUI is not playable at the moment. The game doesn't start with a Mulligan and freezes after clicking OK.
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 01 Dec 2011, 12:52
Just discovered this. Fixing (sigh).sloth wrote:Also the new GUI is not playable at the moment. The game doesn't start with a Mulligan and freezes after clicking OK.
Really, honestly sorry about all these bugs. I've seriously worked almost every day for the last six weeks, trying to get all these lines of code under my belt and move the UI to the next level on a global scale. Not to mention the server crash right before the weekend - the plan was to iron out these bugs over the weekend, not in frantic fixes after work and during morning coffee.
But I think this release was important to at least get the general opinion of the layout and functionalities, so...thanks for your patience. And the thing is moving forward, just in a handicapped sort of way. It will be good soon!
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Re: UI Improvements, Round 2: Match UI
by slapshot5 » 01 Dec 2011, 13:12
Ok, I just thought I was losing my frickin mind last night. I have some local changes in the new GUI, but nothing that should have come close to producing this behavior. Good to know some sanity remains in place.Sloth wrote:Also the new GUI is not playable at the moment. The game doesn't start with a Mulligan and freezes after clicking OK.
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Re: UI Improvements, Round 2: Match UI
by slapshot5 » 01 Dec 2011, 13:16
No need to apologize Doublestrike. These changes are huge. And not something any of us have wanted to tackle in the last 2 years. We all just said "not a GUI programmer". I think I can speak for nearly everyone when I say you have no idea how much these contributions are appreciated.Doublestrike wrote:Really, honestly sorry about all these bugs. I've seriously worked almost every day for the last six weeks, trying to get all these lines of code under my belt and move the UI to the next level on a global scale. Not to mention the server crash right before the weekend - the plan was to iron out these bugs over the weekend, not in frantic fixes after work and during morning coffee.
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 01 Dec 2011, 13:55
Seems like luck's not on my side tonight! Running into an "RA layer file already exists" from SVN, which apparently is a bug. There's two files that I'm not sure if they're up or not. So, here they are in case somebody can fix faster than me. (...it's also 10:00 at night and the restaurant is closing)
The server seems to be acting strangely - it takes me about 5 tries to squeeze in a commit or an update.
Once these files are included, everything works, and it's quite an interesting update.
The server seems to be acting strangely - it takes me about 5 tries to squeeze in a commit or an update.
Once these files are included, everything works, and it's quite an interesting update.
- "forge.control.match/ControlDetail.java | Open
- /*
* Forge: Play Magic: the Gathering.
* Copyright (C) 2011 Forge Team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package forge.control.match;
import forge.Card;
import forge.view.match.ViewDetail;
/**
*
* Controls the vertical tabber in sidebar used for viewing card details and
* picture.
*
*/
public class ControlDetail {
private final ViewDetail view;
private Card currentCard = null;
/**
* Controls the vertical tabber in sidebar used for viewing card details and
* picture.
*
* @param v
*   The CardViewer Swing component.
*/
public ControlDetail(final ViewDetail v) {
this.view = v;
}
/**
* Shows card details and/or picture in sidebar cardview tabber.
*
* @param c
*   Card object
*/
public void showCard(final Card c) {
this.currentCard = c;
this.view.getPnlDetail().setCard(c);
}
/**
* Gets the current card.
*
* @return Card
*/
public Card getCurrentCard() {
return this.currentCard;
}
}
- "forge.view.match/ViewBattlefield.java" | Open
- /*
* Forge: Play Magic: the Gathering.
* Copyright (C) 2011 Forge Team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package forge.view.match;
import java.util.ArrayList;
import java.util.List;
import net.miginfocom.swing.MigLayout;
import forge.AllZone;
import forge.view.toolbox.FPanel;
/**
* Battlefield, assembles and contains instances of MatchPlayer. SHOULD PROBABLY
* COLLAPSE INTO TOP LEVEL.
*
*/
@SuppressWarnings("serial")
public class ViewBattlefield extends FPanel {
private final List<ViewField> fields;
/**
* An FPanel that adds instances of ViewField fields from player name list.
*
*/
public ViewBattlefield() {
super();
this.setOpaque(false);
this.setLayout(new MigLayout("wrap, insets 0, gap 0"));
// When future codebase upgrades allow, as many fields as
// necessary can be instantiated here. Doublestrike 29-10-11
this.fields = new ArrayList<ViewField>();
ViewField temp;
String constraints = "h 49.5%!, w 100%!";
temp = new ViewField(AllZone.getComputerPlayer());
this.add(temp, constraints);
this.fields.add(temp);
temp = new ViewField(AllZone.getHumanPlayer());
this.add(temp, constraints + ", gaptop 1%");
this.fields.add(temp);
}
/**
* Returns a list of field components in battlefield.
*
* @return List<ViewFields>
*/
public List<ViewField> getFields() {
return this.fields;
}
}
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Re: UI Improvements, Round 2: Match UI
by Sloth » 01 Dec 2011, 14:21
The files are there and it works fine here.Doublestrike wrote:Seems like luck's not on my side tonight! Running into an "RA layer file already exists" from SVN, which apparently is a bug. There's two files that I'm not sure if they're up or not. So, here they are in case somebody can fix faster than me. (...it's also 10:00 at night and the restaurant is closing)
The server seems to be acting strangely - it takes me about 5 tries to squeeze in a commit or an update.
Once these files are included, everything works, and it's quite an interesting update.
I think the progress is great. I really like the new version.Doublestrike wrote:But I think this release was important to at least get the general opinion of the layout and functionalities, so...thanks for your patience. And the thing is moving forward, just in a handicapped sort of way. It will be good soon!

Some suggestions to keep you busy (
A. We should at least consider switching the left and right sides of the battlefield (card details and Prompt/Stack/etc.), to make the transition from the old GUI to the new GUI easier.
B. The battlefield could use every space it can get. So trying to squeeze out some room from other panels should be discussed. Here are a few:
- The width of the card detail panel can be trimmed to the width of the displayed card.
- The height of the hand panel can be reduced.
- The player detail panels can be packed a little tighter.
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Re: UI Improvements, Round 2: match UI
by FabioFLX » 01 Dec 2011, 14:34
You right, this makes the new GUI really unusable right nowHellfish wrote:[...]
[*]Clicking my flashback button doesn't do anything, even with flashback cards in the grave.
[...]
Hope this will be fixed asap.
Re: UI Improvements, Round 2: Match UI
by moomarc » 01 Dec 2011, 15:11
It really is looking great already. One small thing I've picked up though is that when you click on the player's library icon, instead of showing the library list in its current order, it instead shows your deck list (which should be available outside of dev mode). Perhaps the view decklist could be mapped to an extra icon next to the settings and keymapping icons?
Then a (small hopefully) request: would it be possible to make the opacity of the battlefield panels user changeable? I'd love to be able to make a custom background according to my panel layout then set transparency of the panels to 0% so I can see the plain artwork.
Then a (small hopefully) request: would it be possible to make the opacity of the battlefield panels user changeable? I'd love to be able to make a custom background according to my panel layout then set transparency of the panels to 0% so I can see the plain artwork.
-Marc
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Re: UI Improvements, Round 2: Match UI
by friarsol » 01 Dec 2011, 15:54
Fabio, major changes like this is why unstable releases are unstable. The main caveat about being on the unstable releases is things like this occur. In this circumstance, a complete facelift is an excellent thing. If you are worried about just playing Forge, stick with the Stable releases, or don't sync to the latest changes until they get an all-clear in this thread.
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Re: UI Improvements, Round 2: Match UI
by moomarc » 01 Dec 2011, 16:48
Off topic a bit, but a one-liner: if anyone does want a grunged up avatar of themselves like mine (for their player icon or forum avatar) I can do them pretty quickly. Just PM a small photo to me.Rob Cashwalker wrote:Or we could just use moomarc's avatar itself......."face in shadow"
-Marc
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Re: UI Improvements, Round 2: Match UI
by jeffwadsworth » 01 Dec 2011, 21:17
I have to admit that I had my reservations upon seeing the new GUI, but those have pretty much disappeared with the later versions. Things are really falling into place nicely.
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Re: UI Improvements, Round 2: Match UI
by Jaedayr » 01 Dec 2011, 22:34
Keep up the good work, more and more good stuff happening every day!
The phase icons do not change until you mouse over a card. I thought they were working fine earlier.
When you start the second game of a match, any UI resizing, etc. is lost and it goes back to the defaults.
The phase icons do not change until you mouse over a card. I thought they were working fine earlier.
When you start the second game of a match, any UI resizing, etc. is lost and it goes back to the defaults.
Re: UI Improvements, Round 2: Match UI
by slapshot5 » 01 Dec 2011, 22:51
I had the same thought the first time I saw it.Sloth wrote:A. We should at least consider switching the left and right sides of the battlefield (card details and Prompt/Stack/etc.), to make the transition from the old GUI to the new GUI easier.
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 01 Dec 2011, 23:30
Glad everybody likes it. Really glad the last commit worked.
I can't afford this non-commit stress, might make a permanent move to Tortoise (from Subclipse).
- The background image for the match can be changed with bg_match.jpg (png?)
- Background image is painted once on top of texture. For no background image in your skin, just add a 1 x 1 empty pixel.
- Actually it would be cool if you could make a whole new skin - should be really easy; I'd like someone to test how easy it actually is.
EDIT Just found your "Hot" splash screen. Look for a new "hot" skin soon. ENDEDIT
). Next, the phase indicators will be fully fleshed out and organized vertically to the right of the avatar. The labels will be under the avatar, in what is currently the player keyword space.
It already is - just change the "theme" color in the skin sprite. The code will include the alpha channel from the swatch.moomarc wrote:Then a (small hopefully) request: would it be possible to make the opacity of the battlefield panels user changeable?
- The background image for the match can be changed with bg_match.jpg (png?)
- Background image is painted once on top of texture. For no background image in your skin, just add a 1 x 1 empty pixel.
- Actually it would be cool if you could make a whole new skin - should be really easy; I'd like someone to test how easy it actually is.
EDIT Just found your "Hot" splash screen. Look for a new "hot" skin soon. ENDEDIT
Yep, will do.sloth wrote:We should at least consider switching the left and right sides of the battlefield (card details and Prompt/Stack/etc.), to make the transition from the old GUI to the new GUI easier.
This will happen very soon. For this last update, I was mostly concerned with cranking out a resizable reshuffled layout (in 8 hourssloth wrote:The battlefield could use every space it can get. So trying to squeeze out some room from other panels should be discussed
It's on the list after these major layout discussions are resolved. It's a "page 2" request so it will happen sooner rather than later.FabioFLX wrote:Hope this will be fixed asap.
Last edited by Doublestrike on 02 Dec 2011, 07:14, edited 2 times in total.
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