#1392 closed enhancement (fixed)
[PATCH] [ATLAS] Display template name for selected units
Reported by: | vts | Owned by: | trompetin17 |
---|---|---|---|
Priority: | Nice to Have | Milestone: | Alpha 18 |
Component: | Atlas editor | Keywords: | |
Cc: | Patch: |
Description
In Atlas, there does not currently appear to be any indication a selected unit's template name. This is useful for people who can't tell on sight what kind of unit they have selected.
I figure a sensible place to display it would be in the bottom panel of the Object tab, somewhere next to the Player dropdown perhaps, but suggestions are welcome.
Attachments (9)
Change History (31)
by , 10 years ago
Attachment: | Atlas - Scenario Editor - (untitled)_002.png added |
---|
comment:1 by , 10 years ago
by , 10 years ago
Attachment: | template_name_for_selected_entities.diff added |
---|
comment:3 by , 10 years ago
Keywords: | review patch added |
---|---|
Milestone: | Backlog → Alpha 17 |
Summary: | [ATLAS] Display template name for selected units → [PATCH] [ATLAS] Display template name for selected units |
This patch works on displaying the selected entities (eg. units, animals, buildings etc) but not with "non-interactive" actors (eg. trees). Should I add a new panel for those actors OR display the template names in the same panel as the entities?
The only issue I found right now with this patch is that the horizontal scroll bar doesn't show on long template names. I'm not experienced with this wxWidgets stuff so any hint is welcomed :)
One issue I found with selecting the "non-interactive actors": on my instance I can't select them right now, only the entities, but this might be a OS issue (Ubuntu, Alt key is assigned to "move" window...).
comment:4 by , 10 years ago
Keywords: | review removed |
---|
Not an in-depth review, but there's some commented code that should be removed if it's not used anymore in source/tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/ObjectSettings.cpp.
comment:5 by , 10 years ago
I unbinded my Alt key in the OS so I managed to test this better. Selecting non-interactive actors works fine also, they are shown in the same panel as the entities. (maybe we could use different colors?)
The only issue remains with the horizontal scrollbars on long template names. I will work on this bug and I'll re-factor the code a bit (as sanderd17 suggested on irc) then I'll send a new patch.
by , 10 years ago
Attachment: | template_name_for_selected_entities.2.diff added |
---|
comment:6 by , 10 years ago
In the new patch I re-factored the code a bit and, as sanderd17 suggested, I added tooltips for long template names as horizontal scrollbars are not always best for ux. I think this task should be completed now.
comment:7 by , 10 years ago
From a purely stylistic point of view it looks good. Functionally, I'm not familiar with how atlas works so I can't accurately comment on that. However, nothing stands out as looking particularly wrong.
by , 10 years ago
Attachment: | template_name_for_selected_entities.3.diff added |
---|
comment:8 by , 10 years ago
Thanks for the review, Josh. I added a quick update to my previous patch, I removed RefreshObjectSettings
, a method which was declared but not used/implemented
by , 10 years ago
Attachment: | template_name_for_selected_entities.4.diff added |
---|
comment:9 by , 10 years ago
Keywords: | review added |
---|
Added some small changes based on leper's review.
comment:10 by , 10 years ago
Hey Adrian fatol did you think of adding itas an excel window with columns like position variation rotation name script name. For each item selected ? Do you think you could do that ?
comment:11 by , 10 years ago
Hey stanislas69, I don't understand what you mean by "adding itas an excel window with columns", could you be more specific?
comment:12 by , 10 years ago
Sure something like this http://www.wildfiregames.com/forum/uploads//monthly_03_2014/post-12287-0-04192400-1394979341.png
comment:13 by , 10 years ago
It should be possible. I don't know where I could get all that info from, but I'll look into it.
comment:14 by , 10 years ago
I think it´s written in the xml and with th cmp stuff in ccmpmanager.cpp
comment:15 by , 10 years ago
Why do you remove the
if (selection.empty()) return;
? The line after that accesses selection[0]
, so if selection.empty() == true
you have undefined behaviour.
comment:16 by , 10 years ago
Keywords: | review removed |
---|---|
Milestone: | Alpha 17 → Alpha 18 |
Hello Adrian, I don't know if you plan to continue working on 0 A.D.
I'm marking this patch as reviewed since leper pointed out a fault in it. However we'd be glad if you decided to finish it! :)
Otherwise, there is no problem, just drop by and tell us so we can know someone else can take care of this.
Thanks for your work so far!
by , 9 years ago
comment:17 by , 9 years ago
I added my fix, could you review please :).
Here is the video about how is going to work http://youtu.be/tGeQKPcwF8s
comment:18 by , 9 years ago
Owner: | set to |
---|---|
Status: | new → assigned |
comment:19 by , 9 years ago
Keywords: | review added |
---|
by , 9 years ago
Attachment: | 1392.2.diff added |
---|
by , 9 years ago
Attachment: | 1392 evidence.png added |
---|
by , 9 years ago
Attachment: | 1392.3.diff added |
---|
I will try to do something like that (Selected templates)