Topic: Button "next" in Building window
kaputtnik Topic Opener |
Posted at: 2014-11-13, 21:03
I think previous/next buttons should be in the line with # of buildings: The strings may not the right ones .... but something like this would be great Fight simulator for Widelands: |
Tibor |
Posted at: 2014-11-13, 21:44
This looks good to me, except the texts, but this would be a detail... Top Quote |
GunChleoc |
Posted at: 2014-11-14, 07:57
Yep, no need to proofread the English right now, because that would be taken care of when this gets implemented. I just thought of something that makes things more difficult? What about enhanced buildings? E.g. when I'm looking at a deep coalmine, will we list/step through coalmines and deeper coalmines as well? Busy indexing nil values Top Quote |
DragonAtma |
Posted at: 2014-11-14, 08:14
You could always make the window a line or two taller and list the number of advanced buildings below.
Edited: 2014-11-14, 08:16
Top Quote |
kaputtnik Topic Opener |
Posted at: 2014-11-14, 17:16
I think the more is placed on such a statistic-tab, the more you get closer to the building statistic window itself: Surely with some colummns or rows fewer (e.g. the size-colummn isn't needed). In case of making such a statistic tab in the buildings window, you could also make only a button wich opens the building statistic window wich scrolls and select automatically the appropriate building.
Mostly enhanced buildings where next to a non enhanced building i think. Therfore you could choose an enhanced Building if it comes into view, when previous/next is clicked. In case of military buildings stepping through all such buildings, regardless of the size, is not what i wanted. Fight simulator for Widelands: |
GunChleoc |
Posted at: 2014-11-14, 17:45
We can distinguish between military buildings and production sites in the code, so not including enhanced/unenhanced versions of a military building shouldn't be a problem. Busy indexing nil values Top Quote |
Tibor |
Posted at: 2014-11-14, 22:25
I would stay with this design: https://wl.widelands.org/forum/post/11547/ In regard to enhanced buildings - they not allways produce the same goods as lower versions. Mines are rather exemption then a rule. Top Quote |
GunChleoc |
Posted at: 2014-11-15, 03:24
Maybe we make an exception for mines only then? We can tell if a building is a mine. Busy indexing nil values Top Quote |
kaputtnik Topic Opener |
Posted at: 2014-11-18, 14:36
I think this could be shown for all buildings, exept the headquarter which could only be once at a game. But showing such a statistic tab for the hq wouldn't be a problem too. If it is shown only for some types of buildings, it could be confusing. The previous/next buttons should only switch to the same buildings, not to enhanced buildings. Switching to enhanced buildings could be later discussed, if some experience with this feature is made In case of ports this feature would be very usefull i think. On great maps where you possibly have a lot of ports, and forgot to store the viewpoint with CTRL+NR.... This applys also to other buildings wich are spread on a wider area. Fight simulator for Widelands: |
GunChleoc |
Posted at: 2014-11-18, 20:03
Production statistics only make sense for production buildings anyway, so how about we split these ideas into 2 features:
Busy indexing nil values Top Quote |