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Improve the units widget when clicking on allied/team cities #1838
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This patch makes the user interface look more consistent by sorting units in two contexts: * In the city dialog * In the unit picker The sorting logic is an improved version of code formerly used to sort units in the city dialog (but that had been lost for some reasion). It tries to produce a sort order that looks natural and is stable in time. To do so: * Loaded units are always sorted right after their transport, so one can tell in which transport they are loaded; * The best defensive units go to the beginning of the list. These tend to stay in cities and not move around too much; * Tie breaker by unit type and nationality ensure similar units are grouped together; * Finally, the unit id is used as a last resort. I tested this logic in a few contexts and it seems to achieve its goal. With respect to the previous sorting function, I removed an order based on unit activities (fortified, fortifying, sentried) because it felt wrong to have a unit move in the list just because I changed its activity. Closes longturn#1836. See longturn#1838.
Wayland solves this, not supporting dying tech like X11 if it takes code.
This is done in #2288. I don't like the idea of a tree widget as the main UI, because the grid we have is much easier to use when transports are not involved. I could imagine an "expand" button somewhere that would open a more complex dialog for such use cases. The 3rd item (drag and drop for unit loading) would indeed be cool. |
This patch makes the user interface look more consistent by sorting units in two contexts: * In the city dialog * In the unit picker The sorting logic is an improved version of code formerly used to sort units in the city dialog (but that had been lost for some reasion). It tries to produce a sort order that looks natural and is stable in time. To do so: * Loaded units are always sorted right after their transport, so one can tell in which transport they are loaded; * The best defensive units go to the beginning of the list. These tend to stay in cities and not move around too much; * Tie breaker by unit type and nationality ensure similar units are grouped together; * Finally, the unit id is used as a last resort. I tested this logic in a few contexts and it seems to achieve its goal. With respect to the previous sorting function, I removed an order based on unit activities (fortified, fortifying, sentried) because it felt wrong to have a unit move in the list just because I changed its activity. Closes longturn#1836. See longturn#1838.
This patch makes the user interface look more consistent by sorting units in two contexts: * In the city dialog * In the unit picker The sorting logic is an improved version of code formerly used to sort units in the city dialog (but that had been lost for some reasion). It tries to produce a sort order that looks natural and is stable in time. To do so: * Loaded units are always sorted right after their transport, so one can tell in which transport they are loaded; * The best defensive units go to the beginning of the list. These tend to stay in cities and not move around too much; * Tie breaker by unit type and nationality ensure similar units are grouped together; * Finally, the unit id is used as a last resort. I tested this logic in a few contexts and it seems to achieve its goal. With respect to the previous sorting function, I removed an order based on unit activities (fortified, fortifying, sentried) because it felt wrong to have a unit move in the list just because I changed its activity. Closes longturn#1836. See longturn#1838.
This patch makes the user interface look more consistent by sorting units in two contexts: * In the city dialog * In the unit picker The sorting logic is an improved version of code formerly used to sort units in the city dialog (but that had been lost for some reasion). It tries to produce a sort order that looks natural and is stable in time. To do so: * Loaded units are always sorted right after their transport, so one can tell in which transport they are loaded; * The best defensive units go to the beginning of the list. These tend to stay in cities and not move around too much; * Tie breaker by unit type and nationality ensure similar units are grouped together; * Finally, the unit id is used as a last resort. I tested this logic in a few contexts and it seems to achieve its goal. With respect to the previous sorting function, I removed an order based on unit activities (fortified, fortifying, sentried) because it felt wrong to have a unit move in the list just because I changed its activity. Closes #1836. See #1838.
Is your feature request related to a problem? Please describe.
In team games or with allies in FFA games, you can click on a allied/team city to see what units are inside. The current widget that pops up makes it really hard to differentiate different types of units and impossible to determine which units are loaded on a particular transport ship. It seems random as to how the units are placed in the widget (I'm sure it's not random, but feels that way).
Also the widget acts like a "menu" and prevents easy screen shots.
Describe the solution you'd like
For one, get rid of the menu thing so its easy to get a screen shot for sharing in a team or with an ally.
I would next like to see the widget turned into a
QTreeWidget
or something so we can organize the units in there better.Describe alternatives you've considered
The usual of "leave it alone" comes to mind, but I think we can do better.
Additional context
Team games are FUN!
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