[Freeciv-Dev] Re: (PR#8482) heights in gtk2 production dialog
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[Freeciv-Dev] Re: (PR#8482) heights in gtk2 production dialog |
From: |
"Daniel L Speyer" <dspeyer@xxxxxxxxxxx> |
Date: |
Wed, 12 May 2004 05:47:56 -0700 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=8482 >
Jason Short wrote:
><URL: http://rt.freeciv.org/Ticket/Display.html?id=8482 >
>
>Daniel L Speyer wrote:
>
>
>
>>I'm not convinced on the usability angle (thunderbird, in which I'm
>>writing this, has uneven toolbars, as does almost everything else that
>>isn't built out of square icons) but I'll grant it on aesthetics, and I
>>don't care all that much, so here's a version with constant height. It
>>calculates the relevant height and width once whenever a tileset is
>>initialized. Works well under any circumstance I can think of.
>>
>>
>
>The drawing of the flag isn't quite "right" in the current behavior, and
>your code doesn't fix this.
>
>
My code *removes* the flags. I maintain that this is the right behavior.
The flags contain no information. It is not an option to build a unit
for someone else. The fact that the flags are all the same is a hint
that they tell the user anything.
They do take up space (limiting the number of options on the screen at
once) and look ugly (IMNSHO). Therefore I've removed them.
--Daniel Speyer
>When drawing units on the mapview, the flag is drawn with an offset of
>flag_offset_x/flag_offset_y. This is specified by the tileset and
>intended to put the flag behind the unit.
>
>However in the current behavior the flag is drawn manually by the GUI
>code to be at (0,0). It might be better to take
>flag_offset_x/flag_offset_y into account.
>
>However this may run into problems with the sprite bounding box. In
>fact the current code may also run into problems. What happens if the
>flag is bigger than the biggest unit? In non-iso view this isn't
>impossible!
>
> From my point of view I think the unit should be drawn by a call to
>put_unit(), not by the GUI code. However this makes using a bounding
>box system difficult. You'd want to call fill_unit_sprite_array and
>then get the bounding box of the whole thing. Not very pretty.
>
>
>In other news you should probably use UNIT_TILE_WIDTH instead of
>NORMAL_TILE_WIDTH. And I think MAX() is prettier than manually coding
>the conditional.
>
>jason
>
>
>
>
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