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[Freeciv-Dev] Re: (PR#7127) [FS] Screen design
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[Freeciv-Dev] Re: (PR#7127) [FS] Screen design

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Subject: [Freeciv-Dev] Re: (PR#7127) [FS] Screen design
From: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>
Date: Tue, 6 Jan 2004 12:42:46 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7127 >

On Tue, Jan 06, 2004 at 12:05:02PM -0800, Per I. Mathisen wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7127 >
> 
> On Tue, 6 Jan 2004, Raimar Falke wrote:
> > > >>>>   * chat output area ALTERNATIVE: fading output at top-left
> > > >>>> corner like in Diablo2
> > > >>
> > > >> Diablo 2 IIRC relied on the top left corner of the screen being
> > > >> pretty dark or black. I don't think we can guarantee suitable
> > > >> conditions over the mapview.
> 
> I don't think this is correct. IIRC dark corners was only guaranteed in
> Diablo 1. If you use solid black shadows, bright coloured text should be
> readable on any background.
> 
> > > Looking at that GalCiv shot you used, the city name/production text is
> > > contained in a transparent greyish black box.This looks very nice
> > > and would solve the problem of messages being hard to read over the
> > > map view.
> >
> > You mean like http://freeciv.org/~rfalke/fs3_pics/mapview2.png (photo
> > manipulation). This is ok for chat message but not for others since
> > you can't click. Or at least people don't expect that you can click
> > it.
> 
> I don't it looks good with this transparent box, but the can-click issue
> can be resolved by having the text highlight on mouse-over. This is a very
> good and intuitive hint that the text is clickable, and easily discovered
> by "accident". (Our chat lines are clickable in different ways, which
> we could solve by using different kinds of mouse clicks - left, right,
> middle - but that is not intuitive again.)

I'm not arguing for such a transparent area the display the
messages. I only want to verify that I understand Morgan correctly.

> > It is planned to use freetype (http://www.freetype.org/) to render
> > text. The true-type font to use will be included as part of the theme.
> >
> > It may happend that for very slow computers (like an original A500)
> > freetype is too slow. In this case the platform code could use native
> > fonts.
> 
> Freeciv is played/playable on original A500?

I have no idea. But I used gcc with my A500. However gcc required 3mb
of RAM for the compilation of a hello world program.

> > Some of you may remember Settlers I. If there was an important issue
> > an icon fall down on the right side and sat there till you clicked
> > it. I want this feature for at least diplomacy meetings. I think it
> > can be used for other popuping up messages as well. This may look like
> > http://freeciv.org/~rfalke/fs3_pics/mapview3.png.
> 
> You are going in a very exciting direction here. I love these screenshots
> :-)

Good.

> Only thing I don't like is the gui-fs scrollbar. Perhaps clone Windows
> XP's?

What do you think about
http://www.freeciv.org/screenshots/1.13.1/db-sdl/ruler.jpg. It is IMHO
ok if we remove the middle thing inside the blue.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  What's nice about GUI is that you see what you manipulate.
  What's bad about GUI is that you can only manipulate what you see.




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