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UI Improvements, Round 2: Match UI

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UI Improvements, Round 2: Match UI

Postby Doublestrike » 26 Nov 2011, 00:21

Enjoy!

Features:

- Skinnable
- MVC architecture
- Keyboard shortcuts included
- New "Dock" panel
- Multiplayer-ready
- Contained in one JFrame
- Has overlay available
- Old UI still available (checkbox on home screen)
- Supports small resolutions
- Panels fully resizable
Attachments
skinsetting.png
Skin preference setting detail, in forge.preferences.
800x600 rebel skin.png
Fullscreen, default skin.png
Last edited by Doublestrike on 07 Dec 2011, 06:38, edited 8 times in total.
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Summary of changes

Postby Doublestrike » 26 Nov 2011, 00:22

The following changes basically boil down to this: a) there's a new dock for
shortcut buttons, b) the battlefield functionality has not been modified (yet),
and c) everything else has been done.

"Change Summary" | Open
============= Confirmed =================

1. "End turn" and other shortcut button toolbar
DONE, although without functionality

2. Better visual targeting system for interacting spells
WAITING, serious modifications to battlefield area

3. Non-scrolling card area, scaling
WAITING, serious modifications to battlefield area

4. Multiplayer gameboard support
DONE

5. Customizable keyboard shortcuts
DONE

6. Game log console
DONE, although without functionality

7. Improved turn phase visibility
DONE

8. Customizable skin support (including BG image)
DONE

9. Player area roughly following Choppic's design
DONE

10. Fully resizable from full screen to minimum 800 x 600px with minimum loss in usability
DONE

11. Manapool to UI
DONE

12. Ordering of tokens, planeswalkers and emblems
WAITING, serious modifications to battlefield area

13. Battle shortcut toolbar
DONE

========== Suggested ==========

1. Player keywords display +2
DONE

2. Commander zone +2
DONE, can be added as extra player

3. Stack spell tooltip +2
DONE

4. Overlay attacker/defender cards
WAITING, serious modifications to battlefield area

5. Subordering by sickness option. +2
WAITING, serious modifications to battlefield area

6. Subordering by P/T option.
WAITING, serious modifications to battlefield area

7. Upside-down AI cards option.
WAITING, serious modifications to battlefield area

8. Communal battlefield option.
NOT DONE, may be difficult

9. Card zoom size option / larger card pic +2
NOT DONE, suggest pop-out window

10. Land morph visibility option
NOT DONE
Last edited by Doublestrike on 30 Nov 2011, 09:45, edited 1 time in total.
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Dev Tips Summary

Postby Doublestrike » 26 Nov 2011, 00:23

"Dev Tips Summary" | Open
There's a few functionalities that haven't been completed yet:

1 - "next turn" button in dock
2 - game console/log in tabber
3 - "settings" button in dock

And a few known bugs yet to be solved:
4 - components under overlay still register events
5 - sizing problems with devmode buttons
6 - clicking on the battlefield will play the last card moused over
7 - SetCard in the Display interface (ViewTopLevel)...???

There's also a disturbing amount of repaints coming from the battlefield area.
Each player field uses the existing PlayArea (?) class, which hasn't been touched.
This class uses mouseMoved events for everything, which in my opinion is an
expensive way to operate. But, as mentioned in the requests summary, extensive
changes need to be made to this class anyway, and that's definitely going to
be a difficult job.

======
Further notes:

Almost all layout is done with MigLayout.

Swing components are all in "view" classes. Most control of
these components (listeners, observers, etc.) are in "control" classes (see pic).
The data model has been changed little, if at all.

Should be fairly well documented and perfectly checkstyle-d.
Attachments
controlview.png
controlview.png (9.33 KiB) Viewed 5675 times
Last edited by Doublestrike on 29 Nov 2011, 12:26, edited 4 times in total.
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Re: UI Improvements, Round 2: match UI

Postby slapshot5 » 26 Nov 2011, 00:29

Is this checkin maybe missing something? I now have errors for "EditorTopLevel cannot be resolved" in ControlAllUI.java

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Re: UI Improvements, Round 2: match UI

Postby Doublestrike » 26 Nov 2011, 00:30

Probably. Gimme a few...

Edit
...aaaand we're back. r12252.


Edit 2
Can't continue or restart after concede. Fixing.
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Re: UI Improvements, Round 2: match UI

Postby slapshot5 » 26 Nov 2011, 00:59

Doublestrike, first let me say this... wow! This looks to be a huge leap forward in Forge's evolution.

A couple top level observations:
1. The Old Gui checkbox isn't saved between launches of Forge
2. 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.

New Gui observations:
1. The stack descriptions are incredibly hard to read by default. Maybe we need a different font, default the color to white with that background, something.
2. The Message Box area (Turn info, targeting prompts, etc) doesn't wrap text broken at the word. It will wrap in the middle of a word
3. The phase indicators for each player should be bright for the active phase, and the rest dark. Currently, the active phase is dark, and the rest bright. (And I'm not sure I like the green. Maybe the color of these will be part of the skin?)
4. Closing the battlefield (via the window decoration) show bring up the GuiWinLose thing as a Concede. (Or at least go back to the home screen.)
5. Creatures should be on top of lands in the battlefield layout. Currently, my creatures are below the lands.
6. Insignificant, but I kind of miss the animated draw (how the card flies in instead of just shows up).

That's from playing one regular match.

Overall, bravo good sir! =D>

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Re: UI Improvements, Round 2: match UI

Postby Doublestrike » 26 Nov 2011, 01:06

Thanks!

The Old Gui checkbox isn't saved between launches of Forge
If I remember, preference saving happens when the home screen is physically closed, or a match ends, both from previous code. Will investigate further.

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.

Re: "new gui observations":

1 - Fixed f12558 (nice one!)
2 - Fixed r12256
3 - Fixed r12257. FYI phase indicators can be turned on and off by clicking on them.
4 - Fixed r12313.
5 - I didn't change anything inside the battlefield layout, that's a big job all by itself
6 - Fixed r12318 (with caveat).
Last edited by Doublestrike on 29 Nov 2011, 12:15, edited 1 time in total.
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Re: UI Improvements, Round 2: match UI

Postby slapshot5 » 26 Nov 2011, 01:18

The card pictures in my hand are cut off:

Screen shot 2011-11-25 at 7.17.38 PM.png
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Re: UI Improvements, Round 2: match UI

Postby slapshot5 » 26 Nov 2011, 01:20

It's hard to tell at a glance how many cards Compy has in hand:

If it were me, I would like that info pane arranged like this:

Hand Library
Graveyard Exile
Flashback Poison counter
<mana stuff>

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Edit: Oh, the formatted awesomely. Hopefully it's clear. If not, let me know.
Last edited by slapshot5 on 26 Nov 2011, 01:21, edited 1 time in total.
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Re: UI Improvements, Round 2: match UI

Postby Doublestrike » 26 Nov 2011, 01:21

Hmmm. Your field detail labels (library, graveyard, mana, etc) are misaligned also. Attempting to fix.
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Re: UI Improvements, Round 2: match UI

Postby Doublestrike » 26 Nov 2011, 01:24

slapshot5 wrote:If it were me, I would like that info pane arranged like this:

Hand Library
Graveyard Exile
Flashback Poison counter
Done r12259. Working on alignment.
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Re: UI Improvements, Round 2: match UI

Postby Doublestrike » 26 Nov 2011, 01:26

Can you test alignment now? r12260 should fix that.
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Re: UI Improvements, Round 2: match UI

Postby friarsol » 26 Nov 2011, 01:46

I just played briefly (and am on my netbook so my setup isn't my normal one) but it seems like the Phase Icons for stopping/not-stopping on phases is slightly wrong. They are green if it will stop on the phase, and red if it won't. But a brighter color of the same version during that phase, except that my Draw phase was highlighted during my Main1 (along with, presumably my draw phase), and my Begin Combat phase was highlighted during my declare attackers step. It doesn't seem to reset when it leaves a phase, only when it enters the 'next' phase in the skippables.

As for Slapshot's point #4, you should probably be prompted if you want to concede if you click the X button, the same as if you chose it from the menus.
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Re: UI Improvements, Round 2: match UI

Postby slapshot5 » 26 Nov 2011, 02:04

Doublestrike wrote:Can you test alignment now? r12260 should fix that.
The arrangement is changed (thanks).

Nothing has changed with alignment.

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Re: UI Improvements, Round 2: match UI

Postby slapshot5 » 26 Nov 2011, 02:31

The Mana things always show "99", even if the mana pool is empty.
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