Re: [Freeciv-Dev] [bug #18755] minimap has scroll when widgets NOT for small displays

2011-09-28 Thread dynvec
Ok I hope by replying by email to freeciv-dev@gna.org that there will be 
the quote, I didn't see a quote button on the web interface



or it should behave like a view-port (like interactive real
world map sites) that pushes aside when dragging&  dropping
inside of it ; in either case not needing scroll bars.

Not sure what you mean by dragging and dropping; there are no drag-and-drop
operations in Freeciv involving the minimap.

I'm not sure view-port (viewport) is the right term but it's the one I'm 
using for a lack of a better term. Whichever word it is, it's suppose to 
describe a navigable "hole" in part of a (much) larger part. Getting 
back to my example, let's say you are at 100m scale clearly seeing the 
streets path, well if you want to get to another town, you will have to 
drag & drop a lot in that hole so that the image at that scale cross the 
municipal border, yet alone get into the town center. To further show 
what I mean I created an image  in which the dark grey border are static 
and the light grey is the virtual movement and the arrow show dragging & 
dropping in the middle of the "view-port".


Well that hole doesn't need scroll bars because it should be big enough 
to allow dragging & dropping and you theorically get to any point using 
it (I think few people would have the patience go across a continent at 
clear street level (zoom)).


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[Freeciv-Dev] [bug #18755] minimap has scroll when widgets NOT for small displays

2011-09-28 Thread Jacob Nevins

Follow-up Comment #2, bug #18755 (project freeciv):

Changing the "small display" option just changes how much space is allowed
for the minimap. Depending on the map size, that may be enough to add/remove
scrollbars.

> either the whole map should be shrinked enough fit however 
> small space it has (well at least ~60px)
I think the shrinking logic is far from perfect, but as of 2.3.x, Freeciv
supports maps where even a 1 pix/tile minimap would be too large to be
sensible; and a minimap that doesn't have at least one pixel per tile doesn't
seem very useful. So it's got to be a viewport sometimes.

> or it should behave like a view-port (like interactive real 
> world map sites) that pushes aside when dragging & dropping 
> inside of it ; in either case not needing scroll bars.
Not sure what you mean by dragging and dropping; there are no drag-and-drop
operations in Freeciv involving the minimap.

I agree that scrollbars you can interact with are unnecessary, but I think
that scrollbars, or something like them, are useful to show what proportion of
the whole map the minimap is a viewport onto; unlike Google Maps, you don't
necessarily already have a good idea what the whole thing looks like. If
they're not interactive, they could stand to be a lot narrower.

I did once look at rationalising all this in bug 17825
, but I couldn't
work out exactly what the right design was -- only that what we have today
isn't it ;)

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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-09-28 Thread Jacob Nevins

Follow-up Comment #1, bug #18756 (project freeciv):

This could be improved.

You might hope that having selected multiple units on a tile (for instance
via right-click-drag), then middle-clicking would show all their paths, but it
doesn't.

In the meantime, you might find it helpful to turn off "Clear unit orders on
selection" in the client options (Interface tab); this will stop you having to
re-set the unit action after looking. (It's still an annoying way of finding
out what the stack is up to, though.)

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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-09-28 Thread DynV

URL:
  

 Summary: deep wish: stacked units verification
 Project: Freeciv
Submitted by: dynv
Submitted on: Wed 28 Sep 2011 08:41:29 AM GMT
Category: client-gtk-2.0
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

I verify what my units are doing my middle-clicking on them (when moving
having the path). Well often I set out a siege from some tile afar and it turn
out that most units in that group (platoon?) will have the same path for the
majority of the way ; so middle-clicking on it will only show the top (I
assume) unit path and I can't see the other units path.

I deeply wish I could middle click a unit on the Unit selection windows (when
units are stacked) to verify what it's planning to do ; instead of clicking on
it and canceling its action then having to reset it (action).




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[Freeciv-Dev] [bug #17892] Continue patrolling

2011-09-28 Thread DynV

Follow-up Comment #3, bug #17892 (project freeciv):

+1

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[Freeciv-Dev] [bug #18755] minimap has scroll when widgets NOT for small displays

2011-09-28 Thread DynV

Follow-up Comment #1, bug #18755 (project freeciv):

Oh! The title mentioned it but I forgot to detail it in the description: I
thought the behavior (scroll bars) was related to the interface (tab) option
Arrange widget for small display but unchecking it stayed the same ; even
after leaving the game and reloading it.

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[Freeciv-Dev] [bug #18755] minimap has scroll when widgets NOT for small displays

2011-09-28 Thread DynV

URL:
  

 Summary: minimap has scroll when widgets NOT for small
displays
 Project: Freeciv
Submitted by: dynv
Submitted on: Wed 28 Sep 2011 08:06:13 AM GMT
Category: client-gtk-2.0
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

First I thought my issue was related to #16904 but I have doubts about that.

I have a large display (over 2Mp) and I noticed the minimap (mini-map, mini
map) has scroll bars and I thought something was wrong because either the
whole map should be shrinked enough fit however small space it has (well at
least ~60px) or it should behave like a view-port (like interactive real world
map sites) that pushes aside when dragging & dropping inside of it ; in either
case not needing scroll bars.




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[Freeciv-Dev] [bug #18754] Unit context menu too responsive

2011-09-28 Thread DynV

URL:
  

 Summary: Unit context menu too responsive
 Project: Freeciv
Submitted by: dynv
Submitted on: Wed 28 Sep 2011 07:40:16 AM GMT
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

This is on the edge of being normal because it isn't used much throughout a
game but it's quite annoying when it happen and can even force a reload should
one be unlucky enough to choose Disband Unit.

In the city windows, in the Present units section, when clicking on a unit a
contextual menu appear containing Activate Unit, Fortify Unit along with the
dreaded Disband Unit mentioned in the introduction. If I simply click on a
unit, unless the context menu item happen to be disabled, it will click that
item then close the menu in a blink of an eye.

The workaround to this is to "unbehaviorate" (couldn't verify it was the word
meaning stopping a behavior) not completing the click by not releasing it on
the context menu ; which is annoying but mostly not devastating (see intro).




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File Attachments:


---
Date: Wed 28 Sep 2011 07:40:16 AM GMT  Name:
freeciv2.3.0-city-unit-context_menu.png  Size: 243kB   By: dynv
Just in case my description wasn't sufficient.


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