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[Freeciv] Re: keyboard driven freeciv?
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To: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: keyboard driven freeciv?
From: Mike Kaufman <kaufman@xxxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 27 Feb 2002 18:29:00 -0600

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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