[Freeciv] Re: keyboard driven freeciv?
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On Thu, Feb 28, 2002 at 12:09:17AM +0100, Reinier Post wrote:
>
> On Wed, Feb 27, 2002 at 04:34:57PM -0600, Mike Kaufman wrote:
> >
> > 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 don't understand this - you want to move the goto target with keys?
well, that's what Britton wanted, and I don't know if it's such a bad
idea. It shouldn't be that difficult to do.
>
> > 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.
>
> I don't really know, I think you need a Xt manual to find out.
or someone could just try the obvious and see if it works.
> > 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?
>
> Yes, it needs to be updated when dialogs change. But it is just
> for the Xaw client.
I give up: How the hell do key presses work in the gtk client? Because
90% of them don't seem to be defined anywhere. Maybe they're hiding. Vasco?
> > > 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?
>
> No, the build list. It's stupid to have to scroll and click Settlers
> amidst 20 other choices when you want build Settlers 95% of the time.
> Being able to type S would help here.
true.
> > 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.
>
> Why?
I take it back. you do need key[s] defined however, while in the worklist
to take you back to the rest of the dialog to make it mouse independent.
I suppose it [they] shouldn't be alphabetic.
> > Also, there are a lot of possible build targets, the codes would be fairly
> > incomprehensible.
>
> No, it is standard behaviour to select the first item matching the key typed.
> > Also, you've got the issue of different translations, not
> > be mention the problem of entirely different rulesets...
>
> No problem, the feature is generic.
ok, ya got me. I suppose you would want multiple key presses to cycle
through the next-matching items too? This is kinda interesting (and
useful), but not not enough to attempt it myself now (or for quite a
while). If somebody else would like to try, go. Otherwise, I suggest this
get sent to the wishlist so it doesn't get forgotten.
> > How about a Page up and Page down that works in the available targets list?
>
> Doesn't fix the problem.
perhaps, but it would still be nice.
-mike
> > > 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.
>
> I would like that, but I don't know how to bee a speaker in code.
>
> --
> Reinier
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