Topic: Button "next" in Building window
GunChleoc |
Posted at: 2015-05-14, 10:47
And with your suggestion, clicking on the productivity icon would also step through all buildings, just in a different sort order. My question is, do we need 2 different sort orders available to the user?
We can't use clicking the button to both step through the buildings and to toggle the statistics string above the buildings. Busy indexing nil values Top Quote |
kaputtnik Topic Opener |
Posted at: 2015-05-14, 11:44
I don't know really. It could be confusing having two buttons which do the same at first look. On the other side: What else is against my suggestion?
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Tibor |
Posted at: 2015-05-14, 20:50
Generally, I like the grid layout but I would combine it with previous design, top of window - grid, bottom - statistics for selected building with arrows to cycle around buildings Top Quote |
kaputtnik Topic Opener |
Posted at: 2015-05-14, 22:36
Then you have to click twice to cycle through the buildings. One to mark a building and one for cycling. If we consider the actual state, where each row of a building is clickable and each click on one row cycle in a different way, we have to think about if this is really needed. Just like GunChleoc asks for the icon of the building. In my opinion the actual UI is usefull, but not really userfriendly. It needs a bit abstract thinking: Why should a click on the "build/under construction" row only(!) cycle through "under construction" buildings? The tooltip helps a bit, but the UI do not reflect what a click does. Thats a bit uncomfortable .... Top Quote |
kaputtnik Topic Opener |
Posted at: 2015-05-15, 07:48
After a sleep, maybe Tibors idea is the best for the UI: Clicking on a Building will only mark it and at the bottom of the window appear the possibilities to click through. Saying clicking on the icon "building" or the row "buidl/under construction" let appear the possibilities to click through "builded" and "under construction". Saying clicking on the "productivity" row of a building let appear the possibilitiey to click through "stopped" buildings, "low productivity buildings" (f.e. from 0% to 60%) and for something like "click through buildings which are out of ressources" (trees/fish/ore). If the horizontal place for strings is too short, we could may use icons. I think this would make the ui more userfriendly and its a common behavior because the wares in a warehouse are managed the same way. Sorry for short explanantion, i am in hurry. Top Quote |
GunChleoc |
Posted at: 2015-05-15, 07:55
The bottleneck here is actually vertical space, not horizontal space. I can squeeze in a row at the bottom though. I would vote for displaying all step-through options for the current building type on the bottom at once - click on a building and you get them all. The writing below the buildings would just be labels then. I'll post again when I have something. Busy indexing nil values Top Quote |
GunChleoc |
Posted at: 2015-05-19, 13:24
I have the next version. I still don't have dynamic window height, so there is a lot of space in this screenshot. Also, I couldn't get the text on the productivity labels to center align. Branch: https://code.launchpad.net/~widelands-dev/widelands/bug-1399621 Busy indexing nil values Top Quote |
kaputtnik Topic Opener |
Posted at: 2015-05-19, 18:14
Great work The usability is much higher than the first edition. It needs only some finetuning.
Could this be solved? A few other things:
I think menu will become awesome Thanks a lot for your work Top Quote |
einstein13 |
Posted at: 2015-05-19, 18:45
What about "unproductive (<50%)" einstein13 |
DragonAtma |
Posted at: 2015-05-19, 19:08
Why not have "productive" for military buildings being how full they are? So a 2/8 castle is 25% productive, etc.
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