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Bulletin Board view #4775
Bulletin Board view #4775
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This is great! I feared this would be an enormous job, that would scare away anyone sane enough to try to make the conversion, due to the many mission modules. 👍 Maybe you don't need to do all modulesI'm planning/trying to no move a couple of the BBS-modules to a new tab, called a "Bar". I'm sketching on it but haven't pushed a branch yet, but I would be more than happy to collaborate, as I'm not good at pigui / trying to learn - in fact, I'm way below the skill-level that my plan would need. My point is: possibly not all the BBS modules need transferring to a new "pigui-BBS", as I'd like some of them to go elsewhere, specifically: Assassionation, Advice, and GoodsTrader. So maybe do them last, -- or not at all, if you're on board with adding a "Bar" tab-instead. Please see the forum-post I just made on this topic here (or come by IRC CET-time). Regarding (Ship/Commodity/Equipment) Markets
A bit off topic, and I don't know how Ship-market code overlaps with the other two markets, but if you want to play with the equipment market, it probably needs to be more similar to commodity, in that on the right hand pane, one could show stats on each selected equipment (something we're really missing currently), and the "_DESCRIPTION" strings similar as in the commodity market. Buy/Sell wouldn't be by single click, but by actively clicking a buy/sell button. At least, that's my suggestion. Design discussion should possibly be taken in a separate WIP PR for those improvements, or Forum/IRC. |
Joke's on you, I do not meet that basic requirement to be scared.
Let's see how it goes. A "Bar" tab sounds like a cool idea, but characters will probably end up as modules anyway. Unless you're planning to redesign the entire interaction, the chat form from the Bulletin Board tab could be easily reusable there.
Not a problem. I believe the reason why it's set up the way it is right now, is because right now you can sell equipment a station has no tech-level for. These items are not displayed on the station inventory. One way to go around that would be to display all items available in the game, but show they're not in stock, and never will be, like with a "-" or "N/A". The descriptions are already displayed in a tooltip if you hover over an item, but take note: not all items have a description. So if we want to move to a commodity-like view, someone will need to fill these in. We might also want to consider adding some graphics. The Ship Market has the model spinner, the Commodity Market has icons for each item, it would probably be a good idea to add something for equipment as well, otherwise it will look pretty bland. |
Regarding the equipment and ship markets, we've been discussing how to redesign them for quite a while. There are a number of mockups by @nozmajner kicking around on the forum, and while I'd love to jump straight in to completely reworking all of the markets, I'd much rather have some basic underpinnings taken care of like stripping out the newUI code and getting pigui to be much more error resistant. I don't mean to throw water on the fire here; pretty much everyone on the UI team has grand plans, but we're so close to being able to rip out newUI that I'd like to focus on getting that finished. 😄 |
No worries, I'm also for getting the conversion to PiGui out of the way first. |
I can do mockups if needed as part of the discussion. Not sure how much brain capacity I can muster, but let's give it a shot. |
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Hey @vakhoir We (me, @nozmajner, and @Web-eWorks) had a longish discussion today on IRC about the BBS-rework, and we wish you could have been with us, but the next best thing is telling you what we arrived at: I think the TL;DR is this:
You'll find the log from the discussion today here (beware it's longish): You're of course welcome to IRC for a chat, (time stamps are in CET), at any time! |
Hi!
I think this is something I can fit into this PR. I might need another mockup for the Goods Trader, because I'm not sure how to fit everything into that layout, if we want to reproduce the standard Commodity Market view like you indicated in the other comment. Worst case scenario, I can just throw it into a modal window, I guess. The standard missions should be fine, in any case.
It's a good idea, but I'd wait with this until the BB view is ported. It will be easier to test that everything is working fine if the behavior / workflow stays the same. And once we are sure we can start adjusting the mission modules to fit the new design. This will also have the advantage that missions can be handled one by one, while this PR will need to be done in one step.
As far as I can tell, the mission screen only prints some descriptions, and doesn't call any handlers from the mission modules, so it should be fine. I prefer to handle it separately if possible.
I'm more of a poster than a chatter, but I'll try to show up more often, most likely in late afternoon / evening hours CET. |
No worries if this is too much work, this is more of a plan for the future than something we want to implement right this second. I was trying to brainstorm some ways to improve the BBS in addition to moving it to PiGui; moving the "personal" listings to a more traditional BBS-style format and making the current BBS the "mission board", complete with information allowing the player to quickly see which kind of missions they are interested in (without having to know exactly what kind of missions generate what titles).
Yeah, exactly. For now I'd be more than happy to just accomplish a shim that lets our existing bulletin board missions work with PiGui instead; they can be reworked and updated at a later date.
Please do, I'd love to have you around! I'm (mostly) on during the early / mid afternoon EST, stretching into the evenings depending on my schedule, but I have backlog through @impaktor's IRC bouncer / backlog ZNC server. Speaking of which, if you talk to @impaktor, I'm sure he could set you up with the ZNC server so you can get read in on the conversation without having to be online. (Don't worry, the channel normally isn't nearly as active when we're not brainstorming features for pioneer; it's very low-maintenance.) |
Yeah, in my mind, the GoodsTrader shouldn't be on the BBS at all, it should have a pop-up modal "commodity market" window, launched from the (future) Bar. |
Ok, I might need to backtrack on this. There's more parts to remake than I expected. But I think a good place to take a stab at it would be the Missions tab in the personal view. |
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Ok, turns out there's not so much to do in the modules, just a few minor adjustments so they don't crash on opening. Most of the old UI code is for the mission view, so I'll take care of that next. I tried to go over all ad types to make sure they work, but maybe someone can double check everything works as intended? |
Hm, hold on the black market still doesn't work quite right. |
Fantastic! I wonder if one could do something about that search field. Basically, not having it steal so much margin, which I think is an artifact of the NewUI. Or is it just an effect of the vertical scrollbar being to the left of the search field? Is it possible to move it to the right of the search box? i.e. have the search box be rendered more "on top" of the first few lines. From the screenshot it doesn't look like there's a problem (yet) with long lines (at that resolution), so nothing pressing. Is this rebased to master? Looks like the two new pigui-screens (police and ship repair) also need their character face routine updated? Anyway, I'll give this a test next weekend. |
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Not sure if we're talking about the same thing, but I think part of it was because the padding was done by each column seperately, rather the container child window. I flipped it around now, and also shortened the search column a bit. I also decided to use wrapped text for job descriptions, just in case. Here's what it looks like with really long text: Black market also works properly now. |
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I Just noticed asking a potential hire to take a test causes crash. Will look into it ASAP. |
Extract basic highlightable table from the Market widget Created dedicated EquipmentMarket and CommodityMarket widgets Added ChatForm widget
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I just rebased, fixed the crashes (correction - not sure about the fuel club membership, I don't think I tested that one), and fixed #4797. I'll fix the font later today |
Last 2 commits have the same message text? |
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Sorry, was supposed to be an amend commit. Fixed it now |
I assume this was the last fix, so it's ready for re-review now? |
Yeah, everything should be working now! |
Show stopperI was just about to merge, but I discovered one show-stopper:
Seems like clicking twce on the goods trader seems to reset it to its propper width (or clicking at the other goods trader?), to reset the delivery mission (or most of any other mission type), I have to click on the wrongly narrow goods trader. EDIT Or is it that the width variable is set for the next window to be interacted with? Possible tweak@nozmajner do you think font size could be slightly bigger? Example of wonky width (and font size) |
@impaktor Yes, the font sise could be the same as in the list I think. |
Module adjustments to make them compatible with the pigui Bulletin Board Allow passing Table to PiguiFace constructor Optional targetResolution parameter to allow rescaling ui into smaller windows Cleanup unused variables Add SwitchTo method to pigui tabview Apply InfoFace refactoring to ShipRepairs and Police Added body font to char-form Fixed commodity-market font-resizing Fixed dialog option crashes Resetting market views Fixed Fuel Club to work with the pigui Bulletin Board Using pionillium font in the Bulletin Board chat form Window Resizing fix
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Sorry, the window resizing was brainfart. Should be good now. I changed the font, but personally, I'm not convinced. It will be tricky to put the exact same size for the chat form as in the market. There's a lot of resizing magic there, and as a result the font size is non-standard. Let me know if you want to keep it this way or revert: |
Ho boy, this is going to be a big one - every ad has it's own UI code. This is just a WIP PR if anyone wants to keep track of the progress, and give feedback.
In the mean time I'm refactoring the the Market widget a bit. I already felt I'm pushing it with the Ship Market, because it wasn't using half the handlers the other markets were, it just needed a table with item highlighting, so out it goes into it's own widget.
The Ship Market now just uses a new Table widget, and there's a basic Bulletin Board that disaplays the ads, but not much more.