#3211 closed enhancement (wontfix)
[PATCH] Cancel the whole production queue
Reported by: | elexis | Owned by: | |
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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)
Change History (15)
by , 9 years ago
Attachment: | t3211_cancel_production_queue_with_shift_click.patch added |
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comment:1 by , 9 years ago
Milestone: | Backlog → Alpha 19 |
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Summary: | Cancel the whole production queue with shift+click → [PATCH] Cancel the whole production queue with shift+click |
comment:2 by , 9 years ago
Keywords: | patch review added |
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by , 9 years ago
Attachment: | t3211_cancel_production_queue_with_shift_click_v2.patch added |
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comment:3 by , 9 years ago
Component: | Core engine → UI & Simulation |
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Keywords: | review removed |
Priority: | Should Have → If 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 , 9 years ago
Attachment: | t3211_cancel_production_queue_with_shift_click_v3.patch added |
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Adds a button to clear the whole production queue of all selected buildings.
by , 9 years ago
Attachment: | screenshot.png added |
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comment:4 by , 9 years ago
Summary: | [PATCH] Cancel the whole production queue with shift+click → [PATCH] Cancel the whole production queue |
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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 , 9 years ago
Keywords: | review added |
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by , 9 years ago
Attachment: | t3211_cancel_production_queue_with_shift_click_v3.1.patch added |
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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 , 9 years ago
Attachment: | screenshot_v3.1_with_tooltip.png added |
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comment:6 by , 9 years ago
Keywords: | review removed |
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Milestone: | Alpha 19 |
Resolution: | → wontfix |
Status: | new → closed |
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 , 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 , 6 years ago
Cc: | added |
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comment:9 by , 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.
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.