Fullscreen Menu overhaul

Bug #1377660 reported by GunChleoc
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
Medium
GunChleoc

Bug Description

Since we are still short for text space in the fullscreen menus, I have started doing an overhaul. I am aiming to make the layout more uniform while I'm at it, and to use variables and relative positioning to make it more easy to change stuff in the future.

The first step was to have a look at the menus where a map or savegame is selected. The biggest change is to rearrange the OK/Back buttons, because they were eating up a lot of screen space. I have also cleaned up the checkboxes in the map selection for a new game. Note that they still don't line up in a vertical grid; this is on purpose to make more room for translations.

I am attaching 3 screenshots so you can see where I'm heading and veto anything you think needs fixing without having to compile. I'd rather not change anything for these unless I have to though.

Tags: ui

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GunChleoc (gunchleoc) wrote :
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GunChleoc (gunchleoc) wrote :

Screenshot for load saved game

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GunChleoc (gunchleoc) wrote :

Screenshot for campaign select

GunChleoc (gunchleoc)
Changed in widelands:
status: New → In Progress
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SirVer (sirver) wrote :

Some comments:

- The delete button in the load-game is weirdly placed: it sits in the middle of the game content, just before the minimap. Why not below it with the other buttons?
- Same menu has tons on whitespace around the headline.

Otherwise the changes look good to me, though I also have to admit that I find them hard to spot without having the old menu right before me :).

Changed in widelands:
importance: Undecided → Low
importance: Low → Medium
Revision history for this message
GunChleoc (gunchleoc) wrote :

> - The delete button in the load-game is weirdly placed: it sits in the middle of the game content, just before the minimap. Why not below it with the other buttons?

I did that on purpose to avoid misclicks - but I see now that it would sit where it was before, so I'll have a go at shifting this down again and see how it looks.

> - Same menu has tons on whitespace around the headline.

That can't be avoided right now, because the darker list background + bevel is burnt into the background image. There is no change from before here, except for the common positioning of the headline.

The exception here is the load game screen, where we need this space for the checkboxes.

> Otherwise the changes look good to me, though I also have to admit that I find them hard to spot without having the old menu right before me :).

I actually did that on purpose, to see if the layout will stand on its own. ;)

If you still wish to compare, you can run trunk or b18 in 800 x 600 resolution.

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GunChleoc (gunchleoc) wrote :

New before - after screenshots.

Changed the layout for the Authors field, because author names need more space.

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GunChleoc (gunchleoc) wrote :

Load Game: Added Win Conditions, moved Delete button down.

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GunChleoc (gunchleoc) wrote :

Choose a campaign - pretty much like trunk, except for the buttons on the bottom.

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GunChleoc (gunchleoc) wrote :

To give you an idea of the space issues involved, here's a comparison in the gd locale for the map select

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SirVer (sirver) wrote :

good changes. *thumbsup*

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GunChleoc (gunchleoc) wrote :

Glad you like :)

I keep getting ideas while working on this, so here's the next iteration http://bazaar.launchpad.net/~widelands-dev/widelands/i18nfixes/revision/7234

Table:
- New "size" column in the table
- Fixed all table sort functions
- "MP Scenarios" folder name is now localizable

Right panel:
- Removed size and playernumber information from description section, because we have the info in the table already. Can do something more useful with the vertical space.
- Moved "Load as scenario" button from top checkboxes to above the OK button. Will only display if the map can actually be loaded as scenario
- Improved tooltips
- Improved display for directories

Top Panel:
- New filter checkbox for scenarios
- New option to show map names in English (to make agreeing on a map for multiplayer easier). Will only show if there are localized map names.
- Rearranged the checkboxes a bit

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GunChleoc (gunchleoc) wrote :
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TiborB (tiborb95) wrote :

Hi, I tested the branch, I see no problem here (I like the changes), but while you are doing redesign of menu screens, I have some suggestion to "Launch game" screen, see attached image.

As I understand "select map" button is exactly what "back" is.

Moreover I personally would like to have all player's attributes on one line, you can move "Type of game" elsewhere. Two lines per player confuses me :) :) :)

(I think this menu has not been discussed yet, if it was, I hope my comments are not too much offtopic)

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GunChleoc (gunchleoc) wrote :

Thanks for your suggestions - I am planning to tackle this screen as well, once the current screens are done. Another thing I want to do with this screen is to make it more similar to the Multiplayer launch screen.

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TiborB (tiborb95) wrote :

And another idea :) :

I just run editor, I would like to have third option in initial "editor" screen: "New Random Map", currently there are two options "New Map" and "Load Map". I dont know if code under the hood allows this though.
That New Random Map would open the dialog window where user would select the parameters of new random map.

Of course if you consider this not reasonable, or not worth the effort or out of scope this bug - it will be fine for me...

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GunChleoc (gunchleoc) wrote :

I think it is out of scope for this bug, as I am concentrating on layout here and exposing information on screen.

I do like the suggestion though - could you open a new bug for this?

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GunChleoc (gunchleoc) wrote :

We have a proper data structure for suggested teams now - once this is implemented into all the screens, we can remove the "Suggested teams" from the hints. In the long run, we could also add checkboxes to let the player preselect a team configuration :)

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SirVer (sirver) wrote :

That looks really nice.

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GunChleoc (gunchleoc) wrote :

Here are new screens for Load game / Watch replay.

I consider the design of these screens finished now, but will still go over the code to do some mopping up. SO, changes can still be requested at this time.

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GunChleoc (gunchleoc) wrote :

I need a bit of coding help - NOCOM comment in this commit: http://bazaar.launchpad.net/~widelands-dev/widelands/i18nfixes/revision/7266

If I don't keep the m_cb_load_map_as_scenario checkbox around, Widelands segfaults when I open a scenario (i.e. The Green Plateau) in LaunchSPG and then hit the back button. The only thing the checkbox does now is to be present, invisible and not queried, so I have no idea why the program insists that it has to be there.

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SirVer (sirver) wrote :

cannot reproduce. I could remove the variable and I did not see the crash you described. Dirty build environment?

I found another bug though: after pressing back in the start game screen, no map was selected in the map select screen, but the OK button was enabled. Pressing it lead to a crash.

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GunChleoc (gunchleoc) wrote :

Thanks for testing. I did delete the build directory, so no idea where the problem came from. Will download a fresh branch.

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GunChleoc (gunchleoc) wrote :

OK, tried the fresh branch thing and deleted the dead checkbox before the first compile. I still get the crash. *headdesk*

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GunChleoc (gunchleoc) wrote :

After I fixed the other bug pointed out by #21, the crash disappeared :)

GunChleoc (gunchleoc)
Changed in widelands:
milestone: build19-rc1 → none
GunChleoc (gunchleoc)
Changed in widelands:
milestone: none → build20-rc1
GunChleoc (gunchleoc)
Changed in widelands:
milestone: build20-rc1 → build21-rc1
Revision history for this message
GunChleoc (gunchleoc) wrote :
Changed in widelands:
status: In Progress → Won't Fix
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