Topic: Important Editor Tasks
toptopple Topic Opener |
Posted at: 2016-12-05, 09:56
By principle this has been asked for before, but perhaps we can be more specific.
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king_of_nowhere |
Posted at: 2016-12-05, 17:23
yeah, i already proposed it one or two years ago, but as far as i know, nobody worked on it. Edited: 2016-12-05, 17:23
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GunChleoc |
Posted at: 2016-12-05, 20:35
Resources should be pretty easy, immovables will probably take some more work. Toggling the resources overlay has been on my personal wishlist for a long time now. So many branches, so little time... Busy indexing nil values Top Quote |
toptopple Topic Opener |
Posted at: 2016-12-06, 07:43
Can we prepare the implementation strategy here?
Edited: 2016-12-06, 07:52
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SirVer |
Posted at: 2016-12-06, 07:58
Actually I tried implementing layers because I thought it would be simple. I learned that with the current design it is more work than I was expecting and I never got around doing that extra work. I agree that it would be awesome! the implementation is largely dictated by our OverlayManager class that already handles the currently drawn icons. You ask it to show a graphic on one or many nodes and it will hand you back an identifier. Later you can toggle these graphics using this identifier. Top Quote |
GunChleoc |
Posted at: 2016-12-06, 08:17
Regarding the UI, once I get around to doing the toolbar redesign that I have i mind, we would have a menu dropping up from the button, with an entry for each layer that will toggle it. For just building spaces and resources, toggling through all states with the space bar would be feasible. If we add the immovables as well, probably not so much. Busy indexing nil values Top Quote |
toptopple Topic Opener |
Posted at: 2016-12-07, 14:11
>For just building spaces and resources, toggling through all states with the space bar would be feasible. If we add the immovables as well, probably not so much.
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toptopple Topic Opener |
Posted at: 2016-12-11, 10:10
@GunChloec Can we agree somehow on whether there will be a stable function line in the editor? Not sure if I understand what you mean with "dropping up menus" but I must say I don't see the few buttons we have currently at the bottom as posing any problem. Also, a hiding function line would delay function access and make memorizing their availability an unnecessary human task. So I beg not to perform technical innovation for its own sake but always adapted to what suits the requirements!
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GunChleoc |
Posted at: 2016-12-12, 11:08
The bottom buttons will stay as there are, with possible additions for the 2 new overlay toggles. What I was thinking at having pop up from the bottom and then disappear when an item is selected is e.g. the tools menu and the main menu. IMO it clutters the screen. As to keybard shortcuts, we could keep the space bar for the buildhelp for consistency and use r for resources and i for immovables. It would also be nice to have keyboard shortcuts for opening each tool - maybe we should make a complete list on what we would like to access in the editor, assign hotkeys to all of them and list them in a bug. This way, we won't get hotkey collisions when we implement them and we won't need to change things later. Busy indexing nil values Top Quote |
toptopple Topic Opener |
Posted at: 2016-12-13, 09:58
That sounds acceptable. Some dialog shortcuts already exist, some others would have to be invented. The "Widelands Developer Documentation" is not accessible for modifications to the public. We could, however, introduce another developer documentation section: the "Concepts" section, and incite a culture of introducing plans for implementation projects which are capable of being criticized (which e.g. is not the case for Tibor's AI experiments). Here we can give interested people opportunity to contribute to the evolving ideas or methods on how to implement them, by making comments or even changing the head text. For this to function, this section must be publically write accessible.
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