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    Achievable improvements to the Triplea User Interface

    Scheduled Pinned Locked Moved Development
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    • B Offline
      butterw
      last edited by

      @thedog
      Debug Menu seems to be empty but still present in v2.6. So I'm not sure what the current plan of the dev-team is with regard to the Debug menu and console ❓

      TheDogT 1 Reply Last reply Reply Quote 0
      • TheDogT Online
        TheDog @butterw
        last edited by

        @butterw
        I think you have to do Game> Engine Settings> Testing Tab> Show Beta Feature = True

        To see the Hard AI logs, you will need a restart of TripleA.

        I think it will become a feature, as map makers use it to debug their scenarios and to work out what the AI thinks is of value to purchase in the purchase phase.

        https://forums.triplea-game.org/tags/thedog
        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

        1 Reply Last reply Reply Quote 0
        • LaFayetteL Offline
          LaFayette Admin @butterw
          last edited by

          @butterw Re: remember players

          A checkbox is unnecessary, the game could just remember the last setting.

          The remember players was built into a swing based rewrite but we then opted to try and stick with an attempted JavaFX rewrite which then was put to the side.

          One issue is the select players screen is written 3 times in the code. You could implement the feature thrice if you really wanted.

          3.0 would very likely rewrite the initial UIs. I don't think there will be a 2.7, so it would make sense to focus UI redesign of the launch screens to be folded into 3.0. This is something to be debated in the 3.0 thread that is up.

          B 2 Replies Last reply Reply Quote 0
          • B Offline
            butterw @LaFayette
            last edited by

            @lafayette
            Correct, the checkbox isn't needed, the game should just remember the current players (the players can be set to default to reset, and a new map will load its own defaults).
            This is a useful feature, I'm hope it is included in v3.0, when the code for the launcher finally gets refactored.

            LaFayetteL 1 Reply Last reply Reply Quote 0
            • LaFayetteL Offline
              LaFayette Admin @butterw
              last edited by

              @butterw Hard to say, the goal of 3.0 is going to be to rewrite the engine. It would be logical to have, the main priority is getting the design right so that we can update TripleA in a reasonable manner and get 3.0 launched before 2023.

              LaFayetteL 1 Reply Last reply Reply Quote 0
              • LaFayetteL Offline
                LaFayette Admin @LaFayette
                last edited by

                Correction/clarification, the main goal of 3.0 is going to be to massively restructure the engine without rewriting it all, FWIW.. there is a significant difference in the two approaches.

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                • B Offline
                  butterw @LaFayette
                  last edited by

                  @lafayette

                  A checkbox is unnecessary, the game could just remember the last setting.

                  The remember players was built into a swing based rewrite but we then opted to try and stick with an attempted JavaFX rewrite which then was put to the side.

                  One issue is the select players screen is written 3 times in the code. You could implement the feature thrice if you really wanted.

                  Do you have any pointers on how to achieve this ?
                  Does the TripleAFrame need to pass the player info to the panel with the player types or can the launcher just remember it ?

                  If you are playing a local game and leave the game (ex: maybe to reload a save game) the current player setup should be remembered.

                  LaFayetteL 1 Reply Last reply Reply Quote 0
                  • LaFayetteL Offline
                    LaFayette Admin @butterw
                    last edited by

                    @butterw See settingPersistence field in JMenuItemCheckBoxBuilder. Something similar could be done for a combo box.

                    I don't know to what extent it makes sense to start this unless you think you can be done very quickly. I'd like for us to start focusing on 2.6 QA and get that released and then tackle 3.0.

                    B 1 Reply Last reply Reply Quote 0
                    • B Offline
                      butterw @LaFayette
                      last edited by butterw

                      Menu update

                      @lafayette
                      HelpMenu_with_merged_WebMenu

                      • I can submit a pull-request for merging WebMenu with HelpMenu in v2.6.
                        In the Help menu, my proposition is to shorten the title
                        "Movement/Selection Help (Keyboard & Mouse)" to "Movement/Selection". The full title would appear in the dialog window.
                      • What about merging Debug with Export as suggested by @theDog ? The Debug Menu currently has a single entry (AI log).
                      • with v2.6.231 I'm getting a null pointer exception when I try to save Engine Settings/Testing.
                      LaFayetteL 1 Reply Last reply Reply Quote 1
                      • LaFayetteL Offline
                        LaFayette Admin @butterw
                        last edited by

                        @butterw Debug and export are quite different. Having the AI log appear in 'help' might be more appropriate. Not sure though offhand.

                        The "movement/selection" menu item title change sounds good.

                        B 1 Reply Last reply Reply Quote 0
                        • B Offline
                          butterw @LaFayette
                          last edited by butterw

                          @lafayette
                          The Debug menu shows one subMenu "Hard AI" (only if Hard AI is playing) with only one entry show AI logs. My suggestion would be to rename Debug to something else and bring in some features which don't really fit their current location (in View, Game Menus).
                          It shouldn't be in HelpMenu IMO.

                          EDIT: "Debug" Menu could be renamed to "Tools".
                          These are the menu entries I suggest moving to "Tools":

                          • Game / Battle Calculator
                          • Game / Game statistics
                          • Game / Show Dice Stats
                          • Game / Roll Dice
                          • View / Find Territory
                          1 Reply Last reply Reply Quote 0
                          • B Offline
                            butterw
                            last edited by butterw

                            Display map zoom level on screen when hotkeys are used to change it.

                            I've implemented this feature suggested by @Cernel using the status bar display.

                            alt text

                            LaFayetteL 1 Reply Last reply Reply Quote 1
                            • LaFayetteL Offline
                              LaFayette Admin @butterw
                              last edited by

                              @butterw Zoom menu in status bar has a few considerations:

                              • One would expect to be able to click it to toggle it. Why else have it listed? OTOH this would be inconsistent with the other status bar displays that are all read only
                              • status bar can get crammed on maps with lots of resources. The civil war maps are good test candidates. Is this info that important to compete with the other info presented?
                              • One would also probably want other map rendering details to be displayed in an option, maybe, like turning on and off map blends.

                              How about the zoom level were printed as temporary text on the screen? I'm picturing how "EDIT MODE" renders, but instead it'll be for zoom level and would disappear after a second or two.

                              B 1 Reply Last reply Reply Quote 0
                              • B Offline
                                butterw @LaFayette
                                last edited by butterw

                                @lafayette

                                • Having a zoom display when zooming is a useful feature.
                                • The status bar display isn't permanent, it only stays from when the zoom hotkey is pressed until the status bar Label gets blanked or overwritten.
                                • Map zoom could be displayed at startup, but it isn't that useful. View Menu > Map zoom can be used to know the zoom at any given time.
                                • The GlassPane used to paint "EDIT MODE" on screen could potentially be used instead of the status bar, but there may be issues with this. The display would need to be smaller and anti-aliased (are there performance issues ?) and you would also need to handle the case where you are zooming in Edit mode.
                                • Adding zoom display from keyboard hotkey or View menu is simple to do, the mouse wheel hotkey may be more difficult.

                                https://github.com/triplea-game/triplea/pull/9339

                                TheDogT 1 Reply Last reply Reply Quote 0
                                • TheDogT Online
                                  TheDog @butterw
                                  last edited by TheDog

                                  More UI suggestions

                                  Players tab: On the current Players tab, it would nice to have smallest flag displayed against each player and the faction colour is the background colour of the text of that faction.

                                  Tech tab: On the current Players tab it would be nice to have a Tech tab, but with the axis's swapped, with the player listed vertically and the Tech horizontal.
                                  Currently the tech can get in the way when then there are say 16 players listed. The tech is currently listed in alphabetical order, but should be in player turn order.

                                  Tool Tips: The placement currently says Placement Restrictions [ ] and should actually list the terrain restrictions.

                                  Tool Tips: Can modify unit movement should list the units affected, currently if there 3+ units affected it just says Can modify unit movement
                                  .

                                  End of turn summary: Needs a little attention so the numbers are listed, one to line.
                                  Unspent PU from previous turn xx <-- New and needs adding
                                  Blockade PU lost xx
                                  Player collects xx
                                  Units generate xx
                                  Player end with xx

                                  At the bottom of the frame the Blockade should list the territories that are being affected.

                                  https://forums.triplea-game.org/tags/thedog
                                  https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                  B 1 Reply Last reply Reply Quote 0
                                  • B Offline
                                    butterw @TheDog
                                    last edited by

                                    Regarding end of Turn Summary:

                                    • The end of turn summary is written the way it is because it is currently also used for history log entries.
                                    • The player has the option of turning off the summary pop-up.
                                    • If someone wants to try create a custom summary it probably doesn''t require great programming skills to do so, but it may take some time to get the exact desired result.

                                    The Territory Panel could use some improvements IMO, with a lot of space wasted/not so useful stuff. I would get rid of the buttons for instance.

                                    Unit tooltip issues should probably be discussed in a separate thread.

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                                    • C Offline
                                      Cernel Moderators
                                      last edited by

                                      So, how about my suggestion of having the scroll wheel default zooming?

                                      It can be Alt+Wheel to move the map up and down and Alt+Shift+Wheel to move it left and right. Mouses having bi-axis wheels would scroll the map with Alt+Wheel only.

                                      Then, clicking the scroll wheel may reset the zoom at 100%.

                                      1 Reply Last reply Reply Quote 1
                                      • B Offline
                                        butterw
                                        last edited by butterw

                                        The solution is ultimately to have customizable hotkeys.

                                        Alt+Shift+Wheel doesn't seem practical unless you have a side-scrolling mouse, (Shift+Wheel is the key combination produced by a side-scrolling mouse).

                                        It does require significant modifications to the code, and may be more difficult to achieve for the mouse than for the keyboard.

                                        The objective is to have a file with definition such as:
                                        Hotkey.ZOOM_IN1 = Ctrl+mouse_wheel_forward
                                        Hotkey.ZOOM_OUT1 = Ctrl+mouse_wheel_backward

                                        EDIT: CTRL + mouse_wheel is the standard hotkey for zooming if the display is scrollable (ex: web browser).

                                        1 Reply Last reply Reply Quote 1
                                        • B Offline
                                          butterw
                                          last edited by butterw

                                          Help > About... Dialog (work in progress)

                                          • We can move some of the links from the current help menu to this html dialog.
                                          • It gives the version info in the main game interface.
                                          • I'm probably going to add Dpi scaling info (ex: 100%).

                                          alt text

                                          EDIT 1: This JOptionPane.showOptionDialog based version does some kind of glow effect after the dialog loads (could also be a bug as it wasn't intended 🤠 )

                                          1 Reply Last reply Reply Quote 2
                                          • B Offline
                                            butterw
                                            last edited by

                                            The Animation effect is done by Substance.

                                            Does anyone use a look and feel other than Substance or Nimbus ?

                                            LaFayetteL 1 Reply Last reply Reply Quote 0

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