[Freeciv-Dev] Re: Activeunits patch version 2
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On Mon, 14 Jan 2002, Raimar Falke wrote:
> On Sat, Jan 05, 2002 at 05:59:54PM -0500, Daniel L Speyer wrote:
> > Here is the next patch for the activeunits dialog. It adds a limited find
> > next capability (it is only reset by changing which unit you're looking
> > for) and a wake sentried button. Various work remains, but this seems
> > ready to send out.
>
> Overall: it goes in the right direction. Keep going.
>
> Problems:
>
> gcc -DHAVE_CONFIG_H -I. -I. -I../.. -I. -I./.. -I./../include -I../../common
> -I../../intl -I/usr/lib/glib/include -I/usr/X11R6/include
> -I/usr/X11R6/include -Wall -Wpointer-arith -Wcast-align -Wmissing-prototypes
> -Wmissing-declarations -Werror -g -O2 -Wall -c repodlgs.c
> cc1: warnings being treated as errors
> repodlgs.c:986: warning: no previous prototype for `unit_present'
> repodlgs.c:1004: warning: no previous prototype for
> `activeunits_find_next_callback'
> repodlgs.c:1071: warning: no previous prototype for
> `activeunits_change_prod_close_callback'
> repodlgs.c:1081: warning: no previous prototype for
> `activeunits_change_prod_close_button_callback'
> repodlgs.c:1089: warning: no previous prototype for
> `activeunits_change_prod_change_callback'
> repodlgs.c:1129: warning: no previous prototype for `unit_is_obsolete'
> make[3]: *** [repodlgs.o] Fehler 1
>
Hmm, I don't think it complained when I compiled it. I'll fix it anyway.
> - the second row of buttons look ugly. But I have also no better idea.
> - the buttons in the second row doesn't have the same size -> again
> ugly
Well, it looked better with only two buttons below -- the eye didn't
expect themto line up. I'll see how putting them in a table does.
> - the close button should always be in the left bottom
Easy enough
> - I had no idea what the "Change in Progress"-button does till I used
> it. Maybe "Change currently build" or similar.
I thought it was clear, but apparently not. It was sort of by parralelism
to the "in prog" column header. How about "Change building"?
> Also more infos on the
> unit-type in the popup would be nice. This would eliminate this "I'm
> a quick hack"-look.
> - the creation of the list of possible unit types is quite ugly. Look
> at name_and_sort_items and its users.
I'll take a look at this
> - Wake Sentried: what about units which are on goto? Should this be
> included in "Wake Sentried"? Another button? What about exploring
> units?
It just wakes sentried units. It should probably expand to include units
fortified in cities or fortresses, but I think it should stop there. All
other units are already doing something.
> - "Find Next" should become a "Start over" if you have iterated
> through all units of this type.
>
Good idea, I'll put that in.
Thanks for the ideas. I'll get another version out soon.
--Daniel Speyer
"May the /src be with you, always"
> Raimar
>
> --
> email: rf13@xxxxxxxxxxxxxxxxx
> reality.sys corrupt. Reboot Universe? (y,n,q)
>
>
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