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Re: General UI support

PostPosted: 30 May 2012, 12:30
by Chris H.
Doublestrike wrote:
Chris H. wrote:The tabs for panels that are not active/not currently displayed are using white text on a white background and are unreadable.
That's an easy one - the "inactive" swatch in the default skin is too close to the "text" swatch.

(Before, the text was just black, so skins like Smith and Dark_Ascension were hiding the text. Now, the text follows the skin swatch.)
 
It looks like the inactive tabs are not using the inactive color swatch.

Instead, they appear to be using the Borders color swatch.
 

Re: General UI support

PostPosted: 30 May 2012, 13:27
by moomarc
It seems that the Inactive tabs are using the border color swatch (check the Rebel skin). I'm struggling to track down the offending reference though.

Edit: \:D/ Found it... DragTab.java had the border and inactive swatches switched.

Re: General UI support

PostPosted: 30 May 2012, 14:24
by Chris H.
moomarc wrote:It seems that the Inactive tabs are using the border color swatch (check the Rebel skin). I'm struggling to track down the offending reference though.

Edit: \:D/ Found it... DragTab.java had the border and inactive swatches switched.
 
Thank you Marc, I spent some time looking for the code reference and failed to find it.

Re: General UI support

PostPosted: 01 Jun 2012, 04:48
by ArsenalNut
Chris H. wrote:
Hellfish wrote:I like the way the editor is going, gives a more uniform and professional feel when a program isn't popping out extra windows left and right.
 
I am starting to like it now that I have spent some time moving panels around.
 
I really like the layout you came up with. Could you post your editor.preferences file, please?

Re: General UI support

PostPosted: 01 Jun 2012, 10:59
by Chris H.
ArsenalNut wrote:I really like the layout you came up with. Could you post your editor.preferences file, please?
 
I think that the editor.preferred.xml file found in the layouts folder is what you are looking for.
 

Re: General UI support

PostPosted: 03 Jun 2012, 17:41
by friarsol
Here's some more thoughts about Deck Editor:

Quest Mode specific:

  • The labels should say "Buy Card" or "Sell Card" not Add or Remove in Card Shop.
  • You shouldn't be able to sell/buy 4 ofs unless there are that many available in the shop/card pool. (Greyed out image) Attempting to click on "Add 4" just adds as many as are available right now up to 4 it seems. Maybe that's ok, but it might be confusing.
  • Card Shop Modules that don't really make sense: All Decks, Draw Order, Deck Generation. Maybe Statistics too. Really any deck specific function/items don't really make sense when we're talking about a "trunk" card pool, like all of these deck editing icons on the top.
  • Not sure how flexible things are, but "New" column doesn't make sense in the Cards for Sale section of Card Shop.
  • I have no idea how much money I have. It should show up somewhere in the Card Shop.
  • The normal deck editor (trunk => deck) now says Cards for Sale, even though these are the cards you already own that aren't in the active deck.

Non-specific
  • All columns should be hideable. Power Toughness are both useless columns for me, and just takes up real estate on my netbook.
  • I would love for filters to be more flexible. Maybe the Red Mana Symbol would also have a handler linked to the Red checkbox in Filters? It would appear "greyed out" if you currently unfiltered.
  • Load deck directory should default to the right directory.

Re: General UI support

PostPosted: 06 Jun 2012, 12:31
by Rob Cashwalker
FYI, I'm doing some of the Card Shop gui tweaks as friarsol pointed out. Doublestrike picked up the GUI from the pieces I started with, now I can pick up some of his pieces.... Start being useful again.

Re: General UI support

PostPosted: 06 Jun 2012, 12:48
by Chris H.
Rob Cashwalker wrote:FYI, I'm doing some of the Card Shop gui tweaks as friarsol pointed out. Doublestrike picked up the GUI from the pieces I started with, now I can pick up some of his pieces.... Start being useful again.
 
Thank you Rob for the offer. :)

Doublestrike did a great job getting us this far and he should appreciate any additional help that the rest of us can give him.

Re: General UI support

PostPosted: 07 Jun 2012, 02:47
by Rob Cashwalker
Just checked in a few items:

Removed Add/Remove 4-of.
Relabeled As Buy/Sell.
Added credits counter.
Added Max Selling Percentage and Price.
Fixed labels and buttons to return to normal for regular deck editor.

I have some ideas on a few of the others, but I wanted to be sure these got in early. None of the others should be a show stopper for the release.

Re: General UI support

PostPosted: 07 Jun 2012, 15:56
by ArsenalNut
Something I noticed today that is bothersome. If you activate an ability or cast an instant after blockers have been declared, combat window gets reset so you can no longer see who is assigned to whom. I saw this when the stack and combat are tabs in the same display area.

Re: General UI support

PostPosted: 07 Jun 2012, 22:10
by Rob Cashwalker
Just removed the New column from the cards for sale, and the AI column for both tables.

Re: General UI support

PostPosted: 07 Jun 2012, 23:16
by Milod
are there any mouse clicks or key button for end turn button maybe iam missing something

Re: General UI support

PostPosted: 08 Jun 2012, 09:37
by moomarc
Milod wrote:are there any mouse clicks or key button for end turn button maybe iam missing something
Not yet. You'll have to just click on the end turn button (and pass priority).

Re: General UI support

PostPosted: 08 Jun 2012, 10:29
by moomarc
moomarc wrote:
Milod wrote:are there any mouse clicks or key button for end turn button maybe iam missing something
Not yet. You'll have to just click on the end turn button (and pass priority).
Just added a keyboard shortcut BUT it doesn't work... in fact it turns out that none of the shortcut keys are working! Anyone have any idea how long they've been broken?

Re: General UI support

PostPosted: 08 Jun 2012, 13:59
by Milod
if i load a deck i always have begin from documents folder is it possible to make forge save the directory path