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    Achievable improvements to the Triplea User Interface

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    • TheDog
      TheDog @butterw last edited by TheDog

      @butterw
      NEW Status Bar move to the top of the screen, stops the eyes moving to the very bottom of the screen.
      NEW Pressing ALT, popup of the menu bar, appears under the Status Bar . The File View Game Export Tools Help, overlays the main map and the right hand panel.

      Right Hand Panel Tabs
      Action/Command Tab - In progress space saving
      Players Tab - NEW remove Technology section as can have 16+ players with say 4+ Alliances, see Technology Panel below
      Notes Tab - Removed in 2.6
      Territory Tab -
      History Tab - NEW was on the Left Hand Panel, now put in Right Hand Panel as a Tab.

      Pause Tab - NEW its not really a Tab, but a pause/restart button for the game, so you can look around the map, really useful for map-makers. This could be on the History Tab, but would prefer it as its own Tab, ie. with just 1 click.
      Hot Territory Tab - NEW up to 4 territories can be defined on this Tab and pressing the [tab] key will cycle round these four, on the main map.

      .
      .
      Technology Panel NEW
      Game> Show Technology Panel (listed near the Show Politics Panel)
      Was in Players Tab but can be a grid of 15 techs x 16+ nations, so needs its own menu panel, similar to the Politics panel.
      The axis needs to be swapped, so say 16+ Player/Nations is on the Y axis, ie up & down, with technology on the x axis like;
      superSub, jetPower, shipyards, aARadar, longRangeAir, heavyBomber, improvedArtillerySupport, rocket, paratroopers, increasedFactoryProduction, warBonds, mechanizedInfantry, destroyersCanBombard, reinforcedHulls, wolfPackTactics, could be 15 techs on the x axis.

      The order of the Player/Nations should as those listed on the Setup Panel (currently alphabetical).

      .
      .
      map.properties Player/Nation colours as text or background colours, should be used in the following;

      • Players Tab, the text of the Player/Nation
      • Territory Tab, the text of the Current, Original owner and Capital of...
      • Technology Panel, Player/Nation text
      • Politics Panel, Player/Nation text
      • Game> Game Statistic, the Player/Nation graph colours
      TheDog 1 Reply Last reply Reply Quote 0
      • TheDog
        TheDog @TheDog last edited by

        Territory Tab - replace with the following;
        When you hover over a Territory you could get a pop-up giving;

        • The current Territory Tab info, as now, Current, Original, A Capital, A Victory Location, Production details etc
          o but the pop-up might be really big with the unit types listed for both allied/enemy, display as say 75% and over say 4 rows
          o the current method is poor if there is more than say 6 unit types as it difficult to scroll the Right Hand Panel

        It could also include;

        • List the territoryEffects
          o combatOffenseEffect
          o combatDefenseEffect
          o noBlitz
          o unitsNotAllowed
        • Trigger info
        TheDog 1 Reply Last reply Reply Quote 0
        • TheDog
          TheDog @TheDog last edited by TheDog

          Battle list panel
          fd2ab5ab-ae2c-4228-8a82-77708b85ce07-image.png
          Above note the button [Center] is to the right
          .
          .
          Placement panel
          e5b44eba-0266-4da7-9040-53e79e804929-image.png

          Above note the [Show] button is on the left.

          For consistency the Center/Show button should be;
          Both on the right or left, I prefer on the right
          Both say the same Center/Show

          Battle Screen suggested changes
          the words [Battle in could be removed from every button, too reduce screen clutter and the word in put above the battles eg.
          Faction battle in;

          The Button [Center] should be [Show] as on the edge of the map the battle will not center, but show the battle.

          As mentioned before the x1 , x2, x3 etc units to place, could be displayed like on the main map with the number overlaid over the unit icon (where 1s are not shown but implied) and shown at say 75% size, too get more placements on a row.

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

            @thedog
            The unit count overlay is painted on top. This is more involved than just text in a label. In any case there will likely need to be some spacing between image icons, or the result will look squashed.
            I will look into ways of making the unit display in the sidepanel a bit more compact.

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

              @thedog
              The reason Battle is specified in the Battle List is because Air Battles are possible, These must be resolved before the regular battle.
              A current issue is that the battles are in random order. I think Air battles should always be listed before the corresponding Battle. The word Battle could be removed from the button, as it doesn't provide any information.

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

                @butterw
                I have been using 2.5.31-bu.jar, it is working very well.

                What are thoughts on
                https://forums.triplea-game.org/topic/2798/achievable-improvements-to-the-triplea-user-interface/81?page=5

                and the next post.

                Specifically the

                • Technology panel
                • Territory hover pop-up
                  as they are probably a lot of work?
                B 1 Reply Last reply Reply Quote 0
                • B
                  butterw @TheDog last edited by

                  @thedog
                  Even if the result is only a couple of lines of new code, most changes do require a fair bit of work.
                  An overhaul of the sidepanel/status bar is probably needed, but at this stage it is not very clear what it should be.
                  To make progress, I intend to build a (simplified) ui mockup of the tripleaFrame, which will make it easier to try out changes than with the full game app.

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

                    Two nice to haves to save the player time;

                    • Right Click on a unit icon, invokes the unit hover pop-up.
                    • Right Click on a Territory, invokes the Territory hover pop-up.
                    B 1 Reply Last reply Reply Quote 0
                    • B
                      butterw @TheDog last edited by butterw

                      @thedog

                      • It's called a (right-click, pop-up) contextual menu.

                      What would be the content of menu ?
                      What would it enable that can't be achieved with the current ui ?

                      • The territory quick navigation list would be a good addition, you should open a dedicated feature request post to discuss this. It would need to be saved per map per player, and the user would need to be able to manage the list (add or remove territories). It could contain the players capitals by default.
                      TheDog 1 Reply Last reply Reply Quote 0
                      • TheDog
                        TheDog @butterw last edited by TheDog

                        @butterw
                        I did not mean a menu pop-up, but when you hover over a unit and then get the current unit details, this same unit pop-up could be invoked with a right mouse click on the unit.

                        This saves having to wait, say 2 seconds, for the pop-up to appear.

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

                          The Factory Scroller has been suggested before, but did have much support, but it was only for placement. Also the Development folder tends to get ignored, as its usually too deep for most readers.

                          https://forums.triplea-game.org/topic/2473/factory-scroller-for-placement-phase

                          I was hoping a hot key would just cycle round all factories, in any phase, so typically combat move, move and placement phases.

                          Then it would be dynamic and not require an input panel and a file per map, per player.

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

                            @thedog
                            I think adding a go to next factory action to the "Units to place" UnitScroller tab is what makes most sense in that case.
                            It would require figuring out what player unit types are factories.

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

                              @butterw
                              There are basically two types of factory

                              • Factory using xml <option name="isFactory" value="true"/>
                              • Producer <option name="canProduceUnits" value="true"/> <!-- allows a unit to be a factory, without all the other things that come with being a factory -->

                              The isFactory is common in all maps, but the Producer type is not common, I have used the Producer type in my Settlers: Fallen Empire.

                              You have used both of the above correctly when displaying maximum units that can be produced/bought on the Purchase panel.

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                              • B
                                butterw last edited by

                                @thedog One issue with the unitScroller is that it isn't displayed during the purchase phase and I think it is also useful to be able to view factories when planning production.

                                • I've added a mouse action on the round label/flag icon, which I have a bound to the hide the sidePanel (Ctrl-X) command. Hiding the sidePanel currently resets it to its starting size.

                                -The default map text font size has been increased from 12 to 24 (this setting is used when reset to default is used). I am also thinking about splitting in one font size for unit counts (default: 24) and another font size for territory/PUs/Convoy (default: 18) used in Maps like POS2.

                                • Having the tabs on a single line is a improvement IMO. It also makes finding the command/action tab much easier.

                                @thedog Status Bar: move to the top of the screen.
                                Moving the whole status bar to the top of the screen would not be practical, but the status label could be moved to the menubar. Maps with territory effects and multiple ressources are quite badly constrained currently, so it should be looked at.
                                It would of course be possible to remove the bottom bar if the contents were moved elsewhere.

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

                                  @butterw said in Achievable improvements to the Triplea User Interface:

                                  @thedog One issue with the unitScroller is that it isn't displayed during the purchase phase and I think it is also useful to be able to view factories when planning production.

                                  I agree, are you thinking of using the unitScroller as a factoryScroller in the purchase phase?

                                  • I've added a mouse action on the round label/flag icon, which I have a bound to the hide the sidePanel (Ctrl-X) command. Hiding the sidePanel currently resets it to its starting size.

                                  Is this the Flag bottom right of the screen?

                                  -The default map text font size has been increased from 12 to 24 (this setting is used when reset to default is used). I am also thinking about splitting in one font size for unit counts (default: 24) and another font size for territory/PUs/Convoy (default: 18) used in Maps like POS2.

                                  Is this so they occupy less space?

                                  • Having the tabs on a single line is a improvement IMO. It also makes finding the command/action tab much easier.

                                  Agreed

                                  @thedog Status Bar: move to the top of the screen.
                                  Moving the whole status bar to the top of the screen would not be practical, but the status label could be moved to the menubar. Maps with territory effects and multiple ressources are quite badly constrained currently, so it should be looked at.

                                  The right click Territory popup would solve the above?

                                  It would of course be possible to remove the bottom bar if the contents were moved elsewhere.

                                  Oooh yes it could, some of it could go into the right click on a Territory popup?
                                  I think the far right of the status bar should stay where is, but put it inside the right hand panel

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

                                    @thedog
                                    The standard delay for java tooltip is about 1s, whereas the tooltip on units only comes up after 2s. I would assume this extra delay is deliberate...

                                    There probably should be an option to prevent unit tooltips from displaying on the map.

                                    TheDog B 2 Replies Last reply Reply Quote 1
                                    • TheDog
                                      TheDog @butterw last edited by TheDog

                                      @butterw
                                      Or use a switch Hover or Right Click on a unit or territory to get their tooltip as I think you will always have the need to see the unit or territory detail.

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

                                        A lot of the issues with the territory detail is that the info display isn't optimized. It works OK as long as the map doesn't use too many special features (ex: 5 players, no terrain effects, PUs as single ressource, only basic units).
                                        Optimizing (simplifying) the output (territory detail, tooltip) would make it much easier to fit the info on screen for complex maps.

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

                                          @butterw
                                          Agreed.

                                          My current preference is for a right click on the territory over hover over a territory as its instant and no waiting around.

                                          Here is a list of the info that could be displayed on the territory popup.
                                          https://forums.triplea-game.org/topic/2798/achievable-improvements-to-the-triplea-user-interface/82

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

                                            We should only be careful about choosing carefully right click functionality. Right click and drag might be a nicer way to move the map. If so, then detecting a single right click vs a right click and drag could be problematic. Overall right click is underused, so ideally we'd design it to be used somehow. A context menu with more options than info might be good. For example, instead of requiring a player to know 'ctrl+b', we could have the battle calc for a territory be part of the right click. Right click might be well used for undoing of actions, so that is another thing to consider.

                                            B 1 Reply Last reply Reply Quote 1
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