0.4 UI thread

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adrian_broher
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Re: 0.4 UI thread

#31 Post by adrian_broher » Thu Jun 25, 2015 7:49 am

The Silent One wrote:What I meant is, I'm not sure how to use gitHub, on sourceforge I used to commit content directly to trunk. But I guess creating my own fork and sending pull requests like I did is the way to go?
Yes, this is the preferred approach.
The Silent One wrote:I agree, rather than starvation, it could be called "colony_pop_decrease" or similar. For colony destruction, I had a little more figurative approach in mind:
I'm having a hard time recognizing what this icon could represent. If it should be a broken glass dome you maybe remove or break the background arc too to make the brokenness more obvious. Maybe adding/replacing the smoke with an iconic flame could help also.

I think those icons would be ideal candidates for SVG asset source files, given the style they made, allowing to create one source asset and decide afterwards what's the best resolution for the released textures. What's the tool you use to create those assets?

Also I would like to point out that I like the mockup of the production screen from your first post very much. When I have some time I would like to do some more changes to it (slightly different arrangement of some parts, adding some controls, refine some controls), but it is a great start.
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Re: 0.4 UI thread

#32 Post by The Silent One » Thu Jun 25, 2015 6:12 pm

adrian_broher wrote:I'm having a hard time recognizing what this icon could represent. If it should be a broken glass dome you maybe remove or break the background arc too to make the brokenness more obvious. Maybe adding/replacing the smoke with an iconic flame could help also.
I agree. I'll get back to it soon.
adrian_broher wrote:I think those icons would be ideal candidates for SVG asset source files, given the style they made, allowing to create one source asset and decide afterwards what's the best resolution for the released textures. What's the tool you use to create those assets?
I use gimp, so the source file type is .xcf (no vector graphics), and the source files are at 512x512.
adrian_broher wrote:Also I would like to point out that I like the mockup of the production screen from your first post very much. When I have some time I would like to do some more changes to it (slightly different arrangement of some parts, adding some controls, refine some controls), but it is a great start.
Glad you do and sure, go ahead!

... I also put some more thought into my feature suggestion "hide sitrep items". Firstly, I think hiding the items could, alternatively to showing a clickable checkmark on mouse-over, be done by double-clicking the item, like it does in the production / research queue (only there, the item gets deleted).
I believe this would require only little coding effort. It would only take (no guarantees ;) ):

Code: Select all

1. a boolean variable "visibility" for the sitrep item class, initialized to "true"
2. a function "sitrep entry double-clicked" that:
     - sets sitrepItem->visibility to false (if it is an item from the current turn)
     - triggers the sitrep window to redraw
3. a change to the sitrep drawing procedure, that skips items with visibility = false
4. on the end of the turn, all sitrep items (of the current turn)->visibility are set back to "true"
So this would be simpler then the green check-mark and use the design language of the design and production screen. ... Aside from the coding, how do you feel about this feature?
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Re: 0.4 UI thread

#33 Post by Dilvish » Thu Jun 25, 2015 8:56 pm

The Silent One wrote:

Code: Select all

1. a boolean variable "visibility" for the sitrep item class, initialized to "true"
2. a function "sitrep entry double-clicked" that:
     - sets sitrepItem->visibility to false (if it is an item from the current turn)
     - triggers the sitrep window to redraw
3. a change to the sitrep drawing procedure, that skips items with visibility = false
4. on the end of the turn, all sitrep items (of the current turn)->visibility are set back to "true"
So this would be simpler then the green check-mark and use the design language of the design and production screen. ... Aside from the coding, how do you feel about this feature?
The green check mark approach was something I didn't want to touch, but I agree that this approach seems much more readily do-able, though not without some complications to think through. As a point of nomenclature I would call this idea 'dismissing' a sitrep, since the visibility concept overlaps with the hiding by template which is already done. One thing to note-- Sitreps are received entirely anew each turn from the Server, so if the dismissal were kept as an attribute of the sitrep, they would be automatically reset each turn. I'm not sure that's really best though-- I think that once I dismiss a sitrep I would much prefer it to stay dismissed until I caused that to be cleared. It seems to me likely to be worth the extra hassle of adding a right-click function 'Reinstate this turn's dismissed SitReps', and figuring out a decent way to store the dismissal information at the SitrepWindow level instead of at the SitRepEntry level.
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Re: 0.4 UI thread

#34 Post by The Silent One » Sun Jun 28, 2015 1:59 pm

Sounds good to me, I have nothing to add.
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Re: 0.4 UI thread

#35 Post by The Silent One » Mon Jun 29, 2015 5:58 pm

adrian_broher wrote:I'm having a hard time recognizing what this icon could represent. If it should be a broken glass dome you maybe remove or break the background arc too to make the brokenness more obvious. Maybe adding/replacing the smoke with an iconic flame could help also.
I couldn't get any "flame-smoke-ruin" type icon to work on a small size, so I settled for the ones below. The meaning should be clear enough!?
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colony_destroyed_own.png
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colony_destroyed.png
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Re: 0.4 UI thread

#36 Post by Vezzra » Thu Jul 02, 2015 11:24 am

The Silent One wrote:I use gimp, so the source file type is .xcf (no vector graphics), and the source files are at 512x512.
Well, it's still a source file, and should go into our assets repo. Can you commit the source files for the graphics you've produced so far to the freeorion-assets repo (you already have commit access to it)? Instructions on how to use that repo is included in its README.md.

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Re: 0.4 UI thread

#37 Post by Vezzra » Thu Jul 02, 2015 11:29 am

The Silent One wrote:I couldn't get any "flame-smoke-ruin" type icon to work on a small size, so I settled for the ones below. The meaning should be clear enough!?
Look fine to me (don't forget to commit any source files you used to the assets repo).

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Re: 0.4 UI thread

#38 Post by The Silent One » Thu Jul 02, 2015 6:33 pm

Vezzra wrote:Can you commit the source files for the graphics you've produced so far to the freeorion-assets repo (you already have commit access to it)? Instructions on how to use that repo is included in its README.md.
I'll do that soon (on the weekend).
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Re: 0.4 UI thread

#39 Post by The Silent One » Sun Jul 05, 2015 10:29 am

Vezzra wrote:Can you commit the source files for the graphics you've produced so far to the freeorion-assets repo (you already have commit access to it)?
Done.
Dilvish wrote:"UI.sitrep-icon-size" default 16, range 10 to 32; font size is kept at 75% of the icon size, consistent with previous default values. ( https://github.com/freeorion/freeorion/pull/147 )
Would you mind making the text size adjustable independently of the icon size? At large icon sizes, the text will get too large in relation to the icon. Also, I'd prefer to cap the icon size at 64. (If noone objects, I would give it a try myself.)
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Re: 0.4 UI thread

#40 Post by The Silent One » Tue Jul 21, 2015 6:15 pm

I'm not entirely pleased with the look of the colony icons I made recently. I like the ones below better, any objections to commit?
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colony_growth.png
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colony_decrease.png
colony_decrease.png (3.44 KiB) Viewed 5656 times
colony_bombarded.png
colony_bombarded.png (3.67 KiB) Viewed 5656 times
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Re: 0.4 UI thread

#41 Post by Vezzra » Tue Jul 21, 2015 6:28 pm

Hm, even at that size the difference between colony_decrease and colony_bombarded is quite subtle. Will the difference be discernible at all at smaller sizes...?

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Re: 0.4 UI thread

#42 Post by MatGB » Tue Jul 21, 2015 7:24 pm

Vezzra wrote:Hm, even at that size the difference between colony_decrease and colony_bombarded is quite subtle. Will the difference be discernible at all at smaller sizes...?
Not to me, and while I know my eyesight isn't what it was it's still not ideal (although they would, normally, be separated on the sitrep list that's not always guaranteed).

I do like the flatter base on the increase/decrease ones, but I quite like the current (but new-ish) bombardment pics.
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Re: 0.4 UI thread

#43 Post by AndrewW » Tue Jul 21, 2015 7:27 pm

Changing the color for the bombardment one and/or making the explosion bigger would help with separating them from each other.

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Re: 0.4 UI thread

#44 Post by Dilvish » Tue Jul 21, 2015 8:35 pm

Along the lines of what AndrewW suggested-- perhaps have the dome around the explosion portion of the bombard icon be orange, fading back to the blue of the rest of the dome, with the fade region taking up perhaps half the dome length.
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Re: 0.4 UI thread

#45 Post by The Silent One » Wed Jul 22, 2015 6:01 pm

I have reworked the icons, increasing the size of the "increase/decrease/bombard" markers and changing the colors. And I like how they look now. However, trying them out ingame I find that they work well at 32x32, ... and not at all at 20x20. So either I / we accept that they don't look optimal on small sizes, or I remove the colony part of the icon and just leave the arrow style markers. What do you guys think?
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colony_growth.png
colony_growth.png (3.8 KiB) Viewed 5618 times
colony_decrease.png
colony_decrease.png (3.11 KiB) Viewed 5618 times
colony_bombarded.png
colony_bombarded.png (3.31 KiB) Viewed 5618 times
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