Recruiting and Recalling
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Recruiting and Recalling
When recruiting or recalling replace the mini-map and time of day thing, with the unit list, have the bottom display base unit stats and allow drag and drop of units onto keep tiles.
That sounds like a cool idea. Now we need someone to work on experimental GUI stuff like this.
Hope springs eternal.
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- Maeglin Dubh
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That is, in point of fact, a ridiculously good idea. But how would you go about making it? (This isn't a challenge, merely for my own curiosity. I'm a coding illiterate.)
Cuyo Quiz wrote:I really should push for Temuchin's brainstorming with all my might someday, when the skies are cloudy, the winds dance and the light is free to roam over the soil along the fog.
I don't think you should replace the end turn button. Suppose you aaccidentaly double click and woops, you're turn is over. You'd have to add either a delay or put the buttons elsewhere. I like the idea though. I hate using hotkeys where it pops up in a circle and i hate right clicking to place my units.
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Plus, using the same control for different purposes is just bad UI design.ranek wrote:I don't think you should replace the end turn button. Suppose you aaccidentaly double click and woops, you're turn is over. You'd have to add either a delay or put the buttons elsewhere. I like the idea though. I hate using hotkeys where it pops up in a circle and i hate right clicking to place my units.
I agree the idea is good, though.
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Another nice feature would be that when you drag the unit from the palette to the map, you get a tooltip type popup. The popup would show defense and movement information if there is only terrain. If a unit was on the terrain it would also show the potential attack damage information as well. (potentially with the different variations depending on traits if it is being recruited instead of recalled)
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It's unwritten because it doesn't exist. A "tooltip type popup" sounds like a tooltip, which we already use extensively. I'm guessing the only difference might be transparency.Dragon Master wrote:it's an unwritten law in Wesnoth that pop-ups are bad.
Hope springs eternal.
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Drag and drop things can be tricky to code, especially if you are dragging and dropping from/to places which have objects which can themselves be dragged and dropped. Lots of chances for subtle logic errors there.
But it wouldn't be too bad if you could ONLY drag from a location, and ONLY drop in some other location.
Without referring specifically to Wesnoth, because I don't know what variables Wesnoth uses, it would go generically something like
if(SDL_GetMouseState(mx, my)& SDL_BUTTON(1))
if (mx > archer.leftspriteboundary) etc.
then {archer.selected = true;mousedrag=true}
other mouse actions probably should be disabled, while mousedrag was true
somewhere in the game loop
if (SDL_GetMouseState(mx, my) & !SDL_BUTTON(1))
if (mousedrag= true)
{createunit()} etc.
This should be doable without too much effort, for someone who familiar with Wesnoth's classes and program flow.
But it wouldn't be too bad if you could ONLY drag from a location, and ONLY drop in some other location.
Without referring specifically to Wesnoth, because I don't know what variables Wesnoth uses, it would go generically something like
if(SDL_GetMouseState(mx, my)& SDL_BUTTON(1))
if (mx > archer.leftspriteboundary) etc.
then {archer.selected = true;mousedrag=true}
other mouse actions probably should be disabled, while mousedrag was true
somewhere in the game loop
if (SDL_GetMouseState(mx, my) & !SDL_BUTTON(1))
if (mousedrag= true)
{createunit()} etc.
This should be doable without too much effort, for someone who familiar with Wesnoth's classes and program flow.