[Freeciv] Re: keyboard driven freeciv?
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Wed, Feb 27, 2002 at 01:00:11PM -0900, Britton wrote:
>
>
> Is there a way to allow the goto command to accept keyboard directions
> where to go?
Hmm, perhaps we could query hover_state in the key_move_DIR() functions
and if it's HOVER_GOTO, we do the goto line function instead. Anybody up
for this?
I'm not entirely certain how data/Freeciv actually works... can we pass
parameters in those functions? If so, it'd be nice if we could do reduce
the 8 functions in control.c into one that gets the parameter and then does
the business.
Speaking of data/Freeciv, this was never updated after the new city dialog
went in. Does it need to be? Does the fact that the dialogs in the
clients are now different complicate things?
>
> In general, it would be great if freeciv allowed a bit more keyboard
> control. Its pretty good already. Besides goto, the other notible
> exception I can think of is the build list. There are too many choices
> for selecting between them with the arrow keys to be efficient. If every
> buildable think had a one or two letter code which would automaticly
> select them for building, that would be better.
You are referring to the city worklists I presume? The problem here is that
in order to navigate the city dialog, you wants keys to be active for the
entire dialog, not just the worklist. Giving codes eats up the keyspace.
Also, there are a lot of possible build targets, the codes would be fairly
incomprehensible. Also, you've got the issue of different translations, not
be mention the problem of entirely different rulesets...
How about a Page up and Page down that works in the available targets list?
this would address the issue of too many choices.
I think we need to change the clist selection (for the gtk client anyway)
to _BROWSE as well as add the Page up and Page down keys.
>
> As long as I'm making suggestions, how about a way to beep the other
> players in the chat area before the game starts? I sometimes end up
> missing people while doing other things waiting for players to show up.
this I have no experience with. perhaps the sounds patch can address this.
just put a sound_bell command? (if we're not in running state)
-mike
>
> Thanks again for Freeciv,
> Britton Kerin
>
|
|