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UI Improvements, Round 3: Home Screen

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Re: UI Improvements, Round 3: Home Screen

Postby Chris H. » 01 Feb 2012, 15:07

Doublestrike wrote:I'll take a look at the backslash problem now.

[i]EDIT - changed everything to forward slashes
`
At some point in the past someone suggested that we should not use the strings "\\" or "/" as a path separator. I did a search and found that the java.io.File class has a path separator statement:

Code: Select all
File.separator
`
I see it being used in a few places in our project. :)
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Re: UI Improvements, Round 3: Home Screen

Postby Chris H. » 02 Feb 2012, 00:00

It looks like Max fixed the "Error loading Quest Data" problem with rev 13735. Thank you Max.
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Re: UI Improvements, Round 3: Home Screen

Postby Doublestrike » 02 Feb 2012, 00:27

Chris H. wrote:It looks like Max fixed the "Error loading Quest Data" problem with rev 13735. Thank you Max.
Ahh yes, thanks Max. That was running along in the back of my head ("handle non-dat file cases") but for some reason didn't make it down to the fingers!
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Re: UI Improvements, Round 3: Home Screen

Postby Doublestrike » 02 Feb 2012, 08:57

Chris H. wrote:At 800 x 600 the font point sizes for the labels right below the tabs is quest view are not the same size.
This should now be fixed for good with the big FLabel update in r13751. FLabels can now auto-resize according to width (before it was just from height), so situations like this can be managed.
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Re: UI Improvements, Round 3: Home Screen

Postby Chris H. » 02 Feb 2012, 13:01

Doublestrike wrote:
Chris H. wrote:At 800 x 600 the font point sizes for the labels right below the tabs is quest view are not the same size.
This should now be fixed for good with the big FLabel update in r13751. FLabels can now auto-resize according to width (before it was just from height), so situations like this can be managed.
`
The "Quests" subtab label "Load a previous Quest" does not scale as the forge window resizes. The other 4 subtabs scale in size as the forge window resizes.

At 800 x 600 the labels below the sutabs look good (excepting the "Quests" subtab label).

When I resize the forge window to full screen 1920 x 1200 four of the five subtabs scale in size and I see the Mac OS X font problem. The top of the text is cut off.

`
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Re: UI Improvements, Round 3: Home Screen

Postby Chris H. » 02 Feb 2012, 22:14

I noticed a display issue in quest mode while shopping in the bazaar.

I have purchased both a plant and a wall. The nursery and the pet shop are not displaying the any type of an icon, not the pic nor an empty square for these two pets.

`
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Re: UI Improvements, Round 3: Home Screen

Postby Doublestrike » 03 Feb 2012, 00:31

Chris H. wrote:I have purchased both a plant and a wall. The nursery and the pet shop are not displaying the any type of an icon, not the pic nor an empty square for these two pets.
Yeah, I noticed that too. I'm doing the UI for the bazaar screen at the moment, so I just let bug go since it will be deprecated very soon.

We still have the mulligan bugs I assume.
Will take a look, but I don't recall any problem personally. Can't remember where these are discussed?

On my Mac the Forge window opens at the minimum size (800 x 600) when launched.
Grrr...would love to have a look at this too.

When I resize the forge window to full screen 1920 x 1200 four of the five subtabs scale in size and I see the Mac OS X font problem. The top of the text is cut off
This may take some tweaking of the fontScaleFactor in FLabel:

In forge.view.home.ViewQuest$populateTitle (around line 205):

((FLabel) lblTitle).setFontScaleBy(SwingConstants.HORIZONTAL);
((FLabel) lblTitle).setFontScaleFactor(0.035);
That means the font size is 3.5%, scaled horizontally (3.5% of the width). For larger widths, larger font. Maybe a drop to 3%? You may be thinking "fixed size?" but then the looks is inconsistent (that is, quite ugly) on large vs. small screens - good on one, bad on the other.


====

I'm back at work today, so can't guarantee fixes on this stuff, but will have a go when I get home...
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Re: UI Improvements, Round 3: Home Screen

Postby Chris H. » 03 Feb 2012, 01:57

Doublestrike wrote:
We still have the mulligan bugs I assume.
Will take a look, but I don't recall any problem personally. Can't remember where these are discussed?
`
Someone noticed that with AI land Stacking on the computer will always mulligan. The computer should never mulligan if AI land Stacking is set to on.

In forge.gui.input.InputMuiilgan at about line 135 the check needs to test to see if AI land Stacking is off. I am not sure what the proper boolean would be for this.

There was also a message recently from someone who took a mulligan and got 7 rather than 6 cards dealt to him. I can not replicate this problem.
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Re: UI Improvements, Round 3: Home Screen

Postby Chris H. » 03 Feb 2012, 02:05

Doublestrike wrote:
When I resize the forge window to full screen 1920 x 1200 four of the five subtabs scale in size and I see the Mac OS X font problem. The top of the text is cut off
This may take some tweaking of the fontScaleFactor in FLabel:

In forge.view.home.ViewQuest$populateTitle (around line 205):

((FLabel) lblTitle).setFontScaleBy(SwingConstants.HORIZONTAL);
((FLabel) lblTitle).setFontScaleFactor(0.035);
That means the font size is 3.5%, scaled horizontally (3.5% of the width). For larger widths, larger font. Maybe a drop to 3%? You may be thinking "fixed size?" but then the looks is inconsistent (that is, quite ugly) on large vs. small screens - good on one, bad on the other.
`
I noticed that myself as I was adjusting the last two lines in this method:

Code: Select all
/** Layout and details for Swing components in title panel. */
private void populateTitle() {
    pnlTitle.setLayout(new MigLayout("insets 0, gap 0, align center"));
    pnlTitle.setBackground(skin.getColor(FSkin.Colors.CLR_THEME).darker());
    ((FRoundedPanel) pnlTitle).setBorderColor(clrBorders);

    ((FLabel) lblTitle).setFontScaleBy(SwingConstants.HORIZONTAL);
    ((FLabel) lblTitle).setFontScaleFactor(0.035);
    pnlTitle.add(lblTitle, "w 98%!, h 70%!, gap 0 0 15%! 15%!");
}
`
There is also a problem in the "Quests" subtab. The "Load a previous Quest" string does not re-size when the window is minimized and the maximized.

I will try to figure this out this weekend after I release the next beta. :)
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Re: UI Improvements, Round 3: Home Screen

Postby Doublestrike » 03 Feb 2012, 02:30

@Chris, OSX folks - had a quick fix attempt on the resizing problem, but no OSX box for testing...is the bug still there?
Last edited by Doublestrike on 03 Feb 2012, 02:57, edited 1 time in total.
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Re: UI Improvements, Round 3: Home Screen

Postby Chris H. » 03 Feb 2012, 02:51

Doublestrike wrote:@Chris - had a quick fix attempt on the resizing problem, but no OSX box for testing...is the bug still there?
`
Rev 13763 fixes the problem, launch forge and the window stays at max size.
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Re: UI Improvements, Round 3: Home Screen

Postby Doublestrike » 03 Feb 2012, 04:26

Excellent. One down :)

There is also a problem in the "Quests" subtab. The "Load a previous Quest" string does not re-size when the window is minimized and the maximized.
This and the "new quest" weren't supposed to scale. I've changed them now to scale, let me know if you don't like, will revert.
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Re: UI Improvements, Round 3: Home Screen

Postby Doublestrike » 03 Feb 2012, 04:56

Bazaar pets bug fixed.
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Re: UI Improvements, Round 3: Home Screen

Postby Doublestrike » 03 Feb 2012, 06:04

Chris H. wrote:
Code: Select all
File.separator
That's a good one to know, cheers. Updated those files (again) with this change.
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Re: UI Improvements, Round 3: Home Screen

Postby timmermac » 04 Feb 2012, 20:24

With the way the new icons and text are handled below the life totals, there's not enough contrast between the text and the icon.
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