Interface: double click
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Re: Interface: double click
Sounds really great, it makes things more obvious.Alink wrote:Alternatively and probably more intuitively, similar visual clues can even be used in normal mode: Each time your leader is on keep and no unit is selected, when the mouse is on a good empty castle hex, add a special icon there or/and change the cursor etc, and then each simple left click on this empty hex triggers a recruit. Probably later need to find a trick for recall but you get the idea. In fact, I would prefer that system instead of the previous recruit mode.
Keyboard shortcut are good to know, but perfect interface is as simple as possible. Look at Heroes 3 (BTW, most people think of Heroes 2 when they see Wesnoth. But you all knew it yourselves.) or Disciples: those games are one of the best TBS and they use just LMB to chose, double LMB to see propities and RMB to see description. There're only couple of actions in Heroes 3 you can't do with it (dig a treasure or re-enter current tile), many games featuring context menus (Civilization 3, Warlords 4) waste time cause most user don't like context menus.
Wesnoth is slightly more complex and there're some seldom used options (like prevent fog diseppear) so context menu is unavoidable (or many buttons in the interface. I dunno what is more evil.), but such important commands as hire should be accessible without it. And without keyboard, it's not starcraft.
Re: Interface: double click
I don't, and assumptions like the above can be bad when proposing an interface change simply because it is how another game does it. Not that using good interface ideas from other games is a bad way to go, but Wesnoth does not always have to imitate other games just because that is what some users are familiar with, as many other users may not find it intuitive at all.BladeL wrote:Look at Heroes 3 (BTW, most people think of Heroes 2 when they see Wesnoth. But you all knew it yourselves.)
As noted already, different users make use of different options, so what Alink meant was that there has to be some thinking done about what would be the best use of the clicks.BladeL wrote:Wesnoth is slightly more complex and there're some seldom used options (like prevent fog diseppear)
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Re: Interface: double click
What about making the mouse buttons configurable like the key-shortcuts by adding mouse events as possible values in the shortcut list?
By the way: does the feedback (which you can activate on the main screen) include the shortcuts?
By the way: does the feedback (which you can activate on the main screen) include the shortcuts?
Re: Interface: double click
Idiot of me. I wanted to say that will make the game LESS keyboard-dependent. SorryTuruk wrote:Just so you know, as Wintermute mentioned earlier, there are already keyboard shortcuts for most of the actions mentioned here (recruiting, recalling, viewing the description). You just place the mouse over the right hex, or just hit the shortcuts if you do not mind where the unit appears.Pk_JoA wrote: I think that it is a GREAT idea and will make the game more keyboard-dependent (playing without keys shortcuts is just a nightmare for me).

- mercurius999
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Re: Interface: double click
dont know if it is better to post here or a new topic, but I'm veruy interested to a FULL keyboard usability of the game:
above we have a proposal for a recruitment mode: i like simple think:you recruit or recall with normal (CTRL-r ALT+r)
then you can cycle (may be TAB ?) on the hexes where you can recruit unit, SPACE and is done.
to cut off the mouse completely it still remain the movement:
may be possible to cyle (visualizing a a flag like or an enlightment??) all the tiles the selected unit is able to move on whit , suppose, TAB and SHIFT+TAB for the inverse? may be begginnig from tiles where we spend all our movement and then tiles where we spend all minus one.. SPACEBAR and the move is done(SHIFT SPACEBAR end the moves for this unit)!
We arrived near to some enemies unit? we like to cyle them with an A key; ENTER bring the attack interface UP DOWN to choose attack, ENTER to bring it and is done. n for the next unit..
thanks for the attention
above we have a proposal for a recruitment mode: i like simple think:you recruit or recall with normal (CTRL-r ALT+r)
then you can cycle (may be TAB ?) on the hexes where you can recruit unit, SPACE and is done.
to cut off the mouse completely it still remain the movement:
may be possible to cyle (visualizing a a flag like or an enlightment??) all the tiles the selected unit is able to move on whit , suppose, TAB and SHIFT+TAB for the inverse? may be begginnig from tiles where we spend all our movement and then tiles where we spend all minus one.. SPACEBAR and the move is done(SHIFT SPACEBAR end the moves for this unit)!
We arrived near to some enemies unit? we like to cyle them with an A key; ENTER bring the attack interface UP DOWN to choose attack, ENTER to bring it and is done. n for the next unit..
thanks for the attention
- beetlenaut
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Re: Interface: double click
I like the idea of a recruit mode, but I have an addition. If it gets done, can we have the recruit or recall dialog stay open? You could highlight a unit in the dialog, then click on the castle tiles where you want one. You could also highlight a unit in the recall list, and as you click, the highlight would stay as the list scrolled up. That would make it very easy to, say, recall all your level 2 units--and in the most-appropriate castle hexes too. I realize that the list could cover up the castle you're using, so you would have to be able to reposition it, but could you imagine six correctly-placed recalls with six clicks?
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and WML Guide
Re: Interface: double click
This.beetlenaut wrote:I like the idea of a recruit mode, but I have an addition. If it gets done, can we have the recruit or recall dialog stay open? You could highlight a unit in the dialog, then click on the castle tiles where you want one.
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Unit tree and stat browser
Canvas ( PREVIEW IT HERE )
Exp. map viewer