[Freeciv-Dev] Re: [PATCH] message window -- related to (PR#902)
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On Sat, Aug 25, 2001 at 07:06:33PM -0700, Trent Piepho wrote:
> On Sat, 25 Aug 2001, Francois Taiani wrote:
> > Because the client has actually no ways to tell that the server has
> > started sniffing for packets (and hence that that the AI is done), I've
> > added a new packet type PACKET_START_SNIFFING (with the corresponding
> > functins send_packet_start_sniffing(..)
> > receive_packet_start_sniffing(..) lsend_packet_start_sniffing() ). In
> > its main loop the server now calls notify_clients_ready_sniffing(void)
> > just before it starts sniffing for client packets, which causes such a
> > packet to be sent.
>
> It seems like your patch won't help at all if you are playing against humans.
> The message window will still pop-up in front of you when they attack, which
> is certainly rather annoying. I have a 21" monitor, so I would make the
> message window not overlap the map. The the treaty window is so huge you
> can't do this, so one trick is to popup the treaty window against the player
> you are about to attack, then get them quick while they are blinded and can't
> respond properly.
>
> I think a real fix would be to not have the message window pop to the front
> every time a new message arrives. That would work with both humans and AI
> players, and wouldn't need this extra packet that seems like a kludge to me.
>
> You could stick a small button on the main window, "Event", or something short
> like that, that would bring the message window the foreground. When a new
> event arrives, the button gets highlighted to tell you about it. Then you can
> click the button or push F10 when you are ready to have the window obscure the
> map.
So what do you think about this Francois?
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"Premature optimization is the root of all evil."
-- D. E. Knuth in "Structured Programming with go to Statements"
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