On Sun, 29 Mar 2015 22:14:15 +0200 [email protected] wrote: > as I slowly made some (of the many needed) changes to enable the game having > scaling > (see also BR#2726), I made a couple observations and would like to know what > you > think about them. > > I found I could very easily allow the map to be zoomed in some more (2-3 line > change, > if no graphical glitch appears). > Having the tiles be double size should be nice, but should the steps > inbetween stay > at 25% of original size? Should I try enabling it? > Would it still look nice or get blocky?
The only way we will really find out is to try it and see. > The game is very inconsistent with applying the scale factor (which is saved > in ImageLibrary) when images are needed. > I would think there are only 2 cases/scaling factors needed, anything on the > map > and anything else in the GUI. Do not forget the MiniMap. > Both exist already and the one for the GUI is currently > always 1, though there are also many images and fonts its not applied to atm, > where I > would like to add it. I would assume there is nothing which should never be > scaled, > or did I miss anything? How do the predefined images look? (e.g. meeting Aztecs etc) IIRC this came up a while back when the EuropePanel had a graphical background. > When that is done, next step would be to add scaling for all content (images, > fonts), > maybe adding some keybindings like * and / for testing. > That would surely cause many glitches until the layout of all dialogs and > panels gets > checked and adapted, which I fear. I hesitate introducing such problems, > which could > last for a long time. I am less concerned. This can be done incrementally. Just fix things one step at a time so that any damage is minimized. It requires patience, but it works. Trust me on this, I reworked net.sf.freecol.common.networking.* over the course of nearly a year, and only occasionally broke things badly enough that anyone noticed:-). > Would that interfere with the next release? I do not think so. If you make incremental working changes the trunk stays releasable with respect to this work. A new release is not urgent yet either. IIRC a release occurred during the networking rewrite I mentioned above. > Would it help to branch the code or only add more work? How you want to work is your call. All I can add there is that whenever I have tried to do a big rework in a branch, I get annoyed with trying to keep it in sync with important bug fixes happening in master. Then, when I finally merge, there are surprises, usually bad ones. Hence my preference for small cumulative changes in master, which then get better testing and yet are still easy to back out. > I noticed the game is very inconsistent in the appearance of the GUI. :-) If you look back through the list archives you will see acknowledgement that FreeCol needs a unified look and feel. You will also see me backing rapidly away from that project, and the bulk of open bugs having a "UI" annotation which often indicates that there are look and feel implications. > For example: > There are 5 or even more slightly different sizes for the unit images used, > which > I would think could be reduced to 3 or maybe even 2? Very likely. I encourage you to try it and see. > The dialogs/panels look too different, because the usey different fonts in > different > sizes and attributes with different layouts with some using lines inbetween > items > and some not. Should it be a long term goal to get it more consistent, so the > headers are same size, same font in same size is used for similar items in > different > panels, same layout for the panels showing similar things and so on? Some dialogs/panels are just special/weird, so there is going to be a point of diminishing returns here. However you are right that there are a lot of unnecessarily different special cases. What specifically would you like to unify? Cheers, Mike Pope
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