Opened 9 years ago

Closed 9 years ago

Last modified 6 years ago

#3211 closed enhancement (wontfix)

[PATCH] Cancel the whole production queue

Reported by: elexis Owned by:
Priority: If Time Permits Milestone:
Component: UI & Simulation Keywords: patch
Cc: OptimusShepard Patch:

Description

If you have many units queued in a building and then decide to cancel all of them, you have to click each individual queued unit. There should be a way to clear the production queue with a single click - preferably by shift clicking any queued unit.

Attachments (6)

t3211_cancel_production_queue_with_shift_click.patch (944 bytes ) - added by elexis 9 years ago.
t3211_cancel_production_queue_with_shift_click_v2.patch (986 bytes ) - added by elexis 9 years ago.
The previous patch only worked if the selection contained one building. This one works too if multiple buildings are selected. Tech upgrades will be cancelled too.
t3211_cancel_production_queue_with_shift_click_v3.patch (3.0 KB ) - added by elexis 9 years ago.
Adds a button to clear the whole production queue of all selected buildings.
screenshot.png (865.0 KB ) - added by elexis 9 years ago.
t3211_cancel_production_queue_with_shift_click_v3.1.patch (2.6 KB ) - added by elexis 9 years ago.
The "iconButton" style wasn't shown because of the size of the sprite. Although its 100% everywhere else in the code, it has to to be a little smaller here. Also a bit cleaner code. Close as won't fix if it isn't a desired feature.
screenshot_v3.1_with_tooltip.png (226.5 KB ) - added by elexis 9 years ago.

Download all attachments as: .zip

Change History (15)

comment:1 by elexis, 9 years ago

Milestone: BacklogAlpha 19
Summary: Cancel the whole production queue with shift+click[PATCH] Cancel the whole production queue with shift+click

comment:2 by elexis, 9 years ago

Keywords: patch review added

by elexis, 9 years ago

The previous patch only worked if the selection contained one building. This one works too if multiple buildings are selected. Tech upgrades will be cancelled too.

comment:3 by leper, 9 years ago

Component: Core engineUI & Simulation
Keywords: review removed
Priority: Should HaveIf Time Permits

Reuses a hotkey in a way that doesn't make sense for the hotkey itself. Also would be better done by using Ctrl, or even better adding a button to the rhs of the production queue (eg an X (white on red?)) to do that without adding a hotkey for that that might have surprising results for a user.

by elexis, 9 years ago

Adds a button to clear the whole production queue of all selected buildings.

by elexis, 9 years ago

Attachment: screenshot.png added

comment:4 by elexis, 9 years ago

Summary: [PATCH] Cancel the whole production queue with shift+click[PATCH] Cancel the whole production queue

The button somehow doesn't have the graphics effect when pressing it. If I remove the sprite attribute from the xml then it has no image but the effect.

The button looks a bit small. Since the 1024x768 is supported, I can't increase the width of the panel. Also reducing the number of elements per row from 8 to 7 in the production queue panel makes it even uglier.

Another improvement on the patch would be that only one command per producing entity will be sent (instead of one command for each unit of each producing entity).

comment:5 by elexis, 9 years ago

Keywords: review added

by elexis, 9 years ago

The "iconButton" style wasn't shown because of the size of the sprite. Although its 100% everywhere else in the code, it has to to be a little smaller here. Also a bit cleaner code. Close as won't fix if it isn't a desired feature.

by elexis, 9 years ago

comment:6 by Itms, 9 years ago

Keywords: review removed
Milestone: Alpha 19
Resolution: wontfix
Status: newclosed

Hello elexis, I'm sorry nobody took care of closing that yesterday. We agreed in the meeting that this isn't a wanted feature (the logs will be uploaded whenever possible).

I hope you didn't spend too much time on this patch, and thanks again for your commitment! :)

comment:7 by elexis, 6 years ago

https://wildfiregames.com/meetinglogs/logs/0ad-staff.2015-06-07-18.14.log.html The opinions were given at 18:41:22 to 18:49:49.

While I'm not claiming the patches to be ideal, I'm still a proponent of the feature and don't share the arguments against it. Just a shift-click should be sufficient IMO (the hotkeys are advertized in the manual, soon in the hotkey input dialog too, and it should be a new hotkey and the tooltip of the training queue should show that. The X seems ugly.).

Notice someone else described the same feature in #5100.

One aspect of the argument I don't share in particular is that abandoning a training queue necessarily implies bad planning. On the one hand it should be possible to become surprised by an enemy attack, secondly it should be possible to get new information about the enemy (scouting if he builds barracks stables or a range) and then as a consequence to that react by changing the trained units.

comment:8 by elexis, 6 years ago

Cc: OptimusShepard added

comment:9 by elexis, 6 years ago

Also we should have a hotkey to cancel the uppermost item (the less the mouse has to be used, the easier it can become to the user). These other hotkey is only able to delete up to one or two items per second depending on turn length and lag.

Note: See TracTickets for help on using tickets.