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Re: Weird fuel behavior


Hans Ronne wrote:

The driving concept should be: which info is so useful that it
should always be displayed, and which info is only occasionally
useful (but useful nonetheless) so that it should be kept in an
on-demand display?

 The only thing I want on the screen is the map, a small
floating world map, and a small floating window with the Notices.

My desire is pretty much the same.


That being said, I do like to bring up stuff like the List or Help window
now and then. But when I do, I focus exclusively on those windows and don't
use the map. This is why I think you can actually do without multiple
windows.

Right. I am not suggesting that we have multiple windows operating at the same time. I think the key here is "modal operation".


So here is how I think the SDL interface should work eventually. You have
one big map that covers most of the screen (like now).

Yes.


Anything that you
need *together* with the map should be at the bottom, like it is now.

Yes.


This
would include the world map and the Notices feedback.

Yes.


I don't think you
need on-screen access to the unit info pane

I would suggest that hovering the cursor over an unit for a certain number of milliseconds should bring up something like a Windows tooltip that would display vital stats. Or, alternatively, one could right click, and perhaps get a "hex menu" (as suggested by van Every in his apparently inebriated state) surrounding the unit (possibly with a hole punched through the center so that the unit would be a cameo inside the menu), __where one of the options would be to bring up an unit info popup.


or construction buttons, which
are there now.

I agree that the construction buttons are probably not needed. They are a waste of mouse movement. However, a newbie (who likely hasn't RTFM, as he/she ought to have) must have an obvious way to initiate construction. One idea that has been brewing in my head for about half a year now would be to allow game designers to designate which unit types would have construction auto popups. Meaning, whenever an unit is idle and can construct something, then a construction dialog would automatically popup. We would, of course, want to provide a "do not show this window again" checkbox for Xconq veterans.


Anything else should be brought up by switching not to another window, but
to another screen. If you want to consult the Help node, you don't need the
map at the same time, so let it go and bring up a help sceeen that contains
nothing but help.

In the case of help I would say that this is probably fine.
Things like construction, I am less sure about. One may still wish to view the world map (with a little blinking box indicating the constructors present location on the big scheme) to get a better feel for what types of units to create/build.


The difference between switching to another window and to another screen
may seem like a technicality, but I do think it is important for the game
experience. As Stan just pointed out, it's all about suspension of
disbelief. As long as you don't leave the game and its full-screen window,
you are immersed into the game and can forget about the rest of the world.
Once you start to navigate between windows you are back at your computer
desktop, and the spell is broken.

If a window with the same theme as the game "root window"/screen pops up in the center, I don't think this would be "disenchanting".


What is very important if this strategy is to work is that it is easy and
fast to switch between screens. A single keystroke should do the job. And
the switch should happen instantly.

I agree. Windows should popup just as fast, and be out of the way of anything that one might wish to reference while using the window.


where not only research but also unit build tasks
are managed through popups,

These are both good examples of where popup windows would come in handy.


and I think it is easier to use than the tcltk
interface. It is multiple full-size windows that I think should be avoided.

I am not suggesting mutiple, full-size windows operating simulataneously.


Using a GUI toolkit does provide certain advantages however. To list two major ones:
(1) Pre-built GUI components.
(2) Layout management.


Eric


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