
GUI Needed!!!! Someone Step up !!!!!
Moderator: Moderators
You must perhaps add the ctrl-alt, shift etc, for row,square and empty square building buildings.
There was mouse button 4 and 5 for spacing row building.
Once everythings are done, you can perhaps add a statistic windows.
It could be handy to have an elevator for the chat window.
I would love to be able for most of the commands to choose between :
Activate them by pressing and desactivate them by repressing
Or pressing to activate them, keep pressing,< and desactivate them when releasing.
There was mouse button 4 and 5 for spacing row building.
Once everythings are done, you can perhaps add a statistic windows.
It could be handy to have an elevator for the chat window.
I would love to be able for most of the commands to choose between :
Activate them by pressing and desactivate them by repressing
Or pressing to activate them, keep pressing,< and desactivate them when releasing.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
Well if you're going to redo the whole GUI, it might be an idea (albeit good or bad) to take my GUI-API suggestion into consideration. To quote myself:
etcetera, etcetera. You can then move the more complicated stuff like order-queuing from the engine to the modular GUI, and also the keyhandling (which got this whole started in the first place, I believe).
Oh and for the features this new GUI would have to have I'm full of ideas. Should I make a Wiki page entitled "New GUI feature wishlist"?
It would require quite a bit of overhauling the current engine, but I believe that the project would benefit significanlty from the increased modularization. Like the AI-API, the GUI would communicate with the engine through such functions as(...) I thought it might be a good idea to seperate the GUI code from the Spring code entirely (much like the AI-sytem is). That way new features can be added to Spring without causing immediately problems with the new GUI (which is the case at the moment I believe). It would also allow 3rd party programmers to come up with a GUI of their own.
Code: Select all
getPossibleOrders(unitID)
issueOrder(unitID, order)
setCamera(pos, angles)
Oh and for the features this new GUI would have to have I'm full of ideas. Should I make a Wiki page entitled "New GUI feature wishlist"?
when you use 2 mouses, both controll the same pointer.Tim Blokdijk wrote:I like to play with two mouses for input.
So you have 6 buttons, 2 scrollwheels and two xy coordinates for input and no keyboard.
that way, even when you have 6 btn and all that, its all mapped to the same lmb rmb mmb.. etc.
or you know a way to make it work as 4th 5th 6th button? (and 2 more axis).
I agree with colorblind, i think you should work on getting the core engine to work, while the rest of us could work on adding bits.
A simple side panel, minimap, chat console, and keybinding/selection system si all you need do if we have a system where GUI components are dll's laoded from a fodler on startup.
The community will do the rest, or at least i will. Eitherway camera modes is a good candidate currently to be ported to a seperate set of dll's.
At least then we cant argue that the GUI is bloated and we can swap out the current GUI with a new one using this system. It would also make ti easier for us AI developers to change settings userwise than makignt he suer remember lots of console commands, or make them open config files in notepad.
A simple side panel, minimap, chat console, and keybinding/selection system si all you need do if we have a system where GUI components are dll's laoded from a fodler on startup.
The community will do the rest, or at least i will. Eitherway camera modes is a good candidate currently to be ported to a seperate set of dll's.
At least then we cant argue that the GUI is bloated and we can swap out the current GUI with a new one using this system. It would also make ti easier for us AI developers to change settings userwise than makignt he suer remember lots of console commands, or make them open config files in notepad.
Oh and thigns such as drawing on the map, construction animation, selection thing should be seperated too, and the different btis should be able to defien themselves as mod dependant, sof or example a TA:K mdo would use a different method of displaying building, or a ST mdo may have a replication ro transporter type animation, WD might have a Generals style system etc.....
That and some mods might nto like the wya sprign shows health abs and selected untis, perhaps they want a whtie box around them rather than a green box drawn on the map, or they want a set of little squares like soem games rather than a bar of green or they may even want a pie chart or a percentage......
That and some mods might nto like the wya sprign shows health abs and selected untis, perhaps they want a whtie box around them rather than a green box drawn on the map, or they want a set of little squares like soem games rather than a bar of green or they may even want a pie chart or a percentage......
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
With Windows.. don't know.mongus wrote:when you use 2 mouses, both controll the same pointer.Tim Blokdijk wrote:I like to play with two mouses for input.
So you have 6 buttons, 2 scrollwheels and two xy coordinates for input and no keyboard.
that way, even when you have 6 btn and all that, its all mapped to the same lmb rmb mmb.. etc.
or you know a way to make it work as 4th 5th 6th button? (and 2 more axis).
Tried to do that once with Win98 and it got mapped to the same pointer.
But that was a long time ago.
I'm more of a penguin and I think it's possible to have two devices.
It would take two mouse devices /dev/mouse0 and /dev/mouse1.
And an extra "InputDevice" section in /etc/X11/xorg.conf
Spring could then capture input from both. (I guess)
I like the skinable idea. Currently I would like to see more data given to the user. Things like
1. a dropdown list on the metal and energy bars that give a list of the items using and producing metal and energy. Then you could select items and turn them off / on via the dropdown.
2. better organization of build items. Like groupings on factories, defense, weapons, energy and metal. That way I could spend more time building and less time looking for what I want to build.
The ability to control key bindings from within the game would be great too.
1. a dropdown list on the metal and energy bars that give a list of the items using and producing metal and energy. Then you could select items and turn them off / on via the dropdown.
2. better organization of build items. Like groupings on factories, defense, weapons, energy and metal. That way I could spend more time building and less time looking for what I want to build.
The ability to control key bindings from within the game would be great too.
-
- Posts: 436
- Joined: 26 Aug 2004, 08:11
guys this is good. exactly what i need. i'm researching crazzy eddies gui system and how to use it. hopefully ill get some prototype out soon, but theres a significant rewrite that needs to go down. also, i need to ask. are you all tied down to the "hold ctrl while moving camera for acceleration" feature? if so, ill have to add in a few special cases for it. handy to know this <i>before</i> i write the control handler :)
Its shift to move fast, ctrl to move slow. I use shift alot, as the camera moves to slow.
EDIT: http://taspring.clan-sy.com/wiki/New_GUI Put new entries in here. Im not going to update my post anymore.
EDIT: http://taspring.clan-sy.com/wiki/New_GUI Put new entries in here. Im not going to update my post anymore.
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
@ jouninkomiko & Maelstrom:
I saw that the Wiki page "recommends" fixed keybinds for orders. How about allowing all keybindings to be user-configurable? The Quake series has this, and it's *really* a godsend. Overmore Quake 1,2, and 3 have been GPL'ed, so it shouldn't be too hard to borrow some key-binding code from them. I invite you to take a look at the source code of Quake 3 (the file in question is /code/client/cl_input.c).
Oh and while I'm at it, I want a console!
I saw that the Wiki page "recommends" fixed keybinds for orders. How about allowing all keybindings to be user-configurable? The Quake series has this, and it's *really* a godsend. Overmore Quake 1,2, and 3 have been GPL'ed, so it shouldn't be too hard to borrow some key-binding code from them. I invite you to take a look at the source code of Quake 3 (the file in question is /code/client/cl_input.c).
Oh and while I'm at it, I want a console!
-
- Posts: 436
- Joined: 26 Aug 2004, 08:11
The plan right now is to have all key-bindings in an external xml, someday modifiable in-game. Also, it's not a matter of detecting whether or not the shift key is pressed, but rather, how long it's been pressed in conjunction with the movement keys. What are all the commands that involve ctrl/alt/shift being held?