1 | - make entries in attredit equal width |
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2 | - stack view |
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3 | |
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4 | - save window sizes |
2 | Raphaels detailed suggestions: |
5 | - autosave of lore and msg attributes |
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6 | |
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7 | think about: |
4 | - Translate the TODO from German to English :-) |
8 | - make click on attribute row in attrview set the entries? |
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6 | - Do not require setting CROSSFIRE_LIBDIR on the first run. If the LIBDIR |
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7 | cannot be found on the first run, the program does not start so it is |
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8 | not possible to use the Preferences dialog to set the LIBDIR. I have seen |
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9 | that this minor initial problem prevents some people from using the editor, |
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10 | so it would be very nice to avoid this initial bad feeling. Proposal for |
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11 | fixing it: when gce starts (either in the main code or in the BEGIN |
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12 | block), try the following directories in order: |
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13 | $CFG->{LIBDIR} |
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14 | $ENV{CROSSFIRE_LIBDIR} |
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15 | "$PREFIX/share/crossfire" ($PREFIX passed by Makefile) |
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16 | "/usr/share/crossfire" |
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17 | "/usr/share/games/crossfire" |
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18 | "/usr/local/share/crossfire" |
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19 | If all of these fail, then open a dialog that asks for LIBDIR (this |
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20 | could be the Preferences or just a one-line entry field). |
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21 | (Note: I had written a patch for that, but I lost it). |
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22 | |
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23 | - Name it gcrossedit, not gce. This is a bit longer to type, but less |
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24 | confusing, especially when installed in a path that contains many other |
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25 | commands with short names. This would also match the CVS module name. |
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26 | |
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27 | - Merge the stack view and the attributes editor window. It is very |
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28 | annoying to have two separate windows that have a different idea of what |
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29 | is the "current" object. The merged view (in the attr editor window) |
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30 | should show the current stack of items, with the active one highlighted. |
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31 | If this item has a non-empty inventory, its contents should be indented |
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32 | in order to differentiate them from other items in the stack. Objects |
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33 | inside a container that is inside another container should be indented |
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34 | twice, and so on... |
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35 | |
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36 | - Allow the merged stack/inventory view to be placed on the left or right |
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37 | side of the attributes editor, or maybe detached, or maybe attached |
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38 | below the toolbox. |
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39 | |
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40 | > > For simplicity of implementation (we are very busy, unfortunately), what |
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41 | > > would be the most preferable location? I'd prefer inside the attribute |
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42 | > > editor, to the left. |
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43 | > |
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44 | > Yes. If I have the attribute editor on the right side of my screen, I |
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45 | > would prefer to have the merged stack/inventory view to its left. |
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46 | |
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47 | - Besides the "del" buttons, there should also be "up" and "down" to |
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48 | change the stacking order. These could be just small ^/v arrows. |
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49 | |
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50 | - When a new map is created, it should insert the date and author name |
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51 | like the other editors are doing (crossedit and javacrossedit). |
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52 | |
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53 | - There should be a way to customize the author name in the preferences. |
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54 | |
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55 | - The map properties (File->Map Properties) should show the map msg. |
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56 | |
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57 | - In the map editor view, the entries in the context menu that are not |
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58 | useful for the current objects should be inactive (grayed out) or should |
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59 | not be present in the menu. For example, if there is no exit object |
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60 | under the pointer then there should be no "Follow Exit" or it should be |
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61 | inactive. |
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62 | |
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63 | - If the exit object under the pointer goes to a random map ("slaying /!") |
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64 | and if the msg contains a "final_map", then the context menu should say |
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65 | "Follow Random Map Exit" and should go to that final map instead of |
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66 | trying to open the non-existant "/!" map. This is very useful for some |
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67 | multi-level random maps such as /whalingoutpost/underwaterdungeon/... |
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68 | (Note: I had written a patch for that, but I lost it). |
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69 | |
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70 | - Try to be smarter about the position of the pop-up display of the |
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71 | attributes of the objects under the pointer. If the mouse pointer is |
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72 | close to the bottom or left edges of the screen, try to display the |
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73 | pop-up window on the other side of the pointer. |
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74 | |
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75 | - Like for the web-based cfmaps.schmorp.de, add options to highlight the |
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76 | exits, the talking monsters and the connected items in the map view. |
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77 | It would be nice if these features could be enabled or disabled easily |
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78 | in order to be able to toggle quickly between a "clean" view and a view |
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79 | in which all interesting items are highlighted. |
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80 | |
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81 | - Even when the option to highlight the connected items is turned off, |
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82 | moving the mouse pointer over a connected item should temporarily |
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83 | highlight all other objects that have the same connected value. This |
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84 | temporary highlight should disappear when the mouse is moved elsewhere. |
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85 | |
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86 | - When following an exit from another map, the entry point into the new |
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87 | map should be highlighted. This special highlight should remain visible |
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88 | until the user clicks on the map to perform some other action. |
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89 | |
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90 | - When following an exit from another map, the new view should be centered |
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91 | around the entry point (if the map is larger than the window). |
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92 | |
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93 | - When a map window is closed, the inventory/stack view should be cleared |
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94 | immediately if they were using objects from that map. |
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95 | |
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96 | - In the attribute editor, allow text wrap in the "lore" and "msg" tabs. |
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97 | - check whether attributes that equal to the archetype are really reset correctly |
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98 | |
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99 | - add author/date information to maps / edit map message |
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100 | - BUG: Virtual tiles dont change correctly somehow (=> x/y etc.) |
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101 | - is also a FIXME and XXX in the Pick tool! |
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102 | |
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103 | - "show use" sollte bei save layout gespeichert werden |
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104 | - aktuelles tool (button) sollte hervorgehoben werden |
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105 | - vernuenftige marker fuer stackview/attreditor |
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106 | - beim pick stack view updaten und highlighten |
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107 | |
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108 | - dirty flag for maps |
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109 | - replace current map with the next navigated by ctrl+cursorkey |
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110 | |
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111 | - listing archetypes by name |
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112 | - wichtig: einfügen in stack-editor, niemand will tower of hanoi lösen |
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113 | nur um etwas an einer stelle einzufügen. |
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114 | - preferences-dialog: pfadselektoren, richtiges dialog-layout. |
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115 | - picker leer beim start, sieht ugly aus |
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116 | - FIXME: StackView isn't updated if stack changes.... |
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117 | - und eventuell sollte inventory und reset to defaults rechtsbündig sein, damit es nicht ihin- und herpsirngt (detail) |
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118 | - contextmenü soltle _kontext_abhängig sein und follow nur bei exits anzeigen |
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119 | - eventuell follow-tool entfernen(?) |
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120 | - go-menü+puntke sollten ebenfalls ausgegreyed sein wenn sie keinen sinn machen |
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121 | |
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122 | feature requests: |
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123 | - aktuelles arch im attreditor im stackview hervorheben |
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124 | - aktueller stackview auf map hervorheben |
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125 | - $EDITOR aufrufen fuer msg/lore |
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126 | - auto-map-resize ("autocrop") |
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127 | - richtiges connect tool |
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128 | - save-status-dialog weg |
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129 | - notebook-reiter sollte hinterlegt sein falls werte darin nin-default sind, wie |
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130 | schon bei den labels der werte selbst. |
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131 | - möglichkeit schaffen, archetypes zu erzeugen (wie erschaffe ich z.b. einen generator?) |
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132 | - auto save von maps |
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133 | |
10 | future plans: |
134 | future plans: |
11 | - exit verschieben |
135 | - exit verschieben |
12 | - make a copy of scorn and remove all exits |
136 | - make a copy of scorn and remove all exits |
13 | - move scorn up by 3 fields |
137 | - move scorn up by 3 fields |
14 | - remove everythinfg except the floor |
138 | - remove everythinfg except the floor |
15 | - replace the floor by another floor (wall etc.) |
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16 | - modify an attribute of all dragons int ehs elected rectangle |
139 | - modify an attribute of all dragons int ehs elected rectangle |
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18 | |
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19 | 19:58 < elmex> schmorp: kann man einfach dinge 'raus draggen' ins 'nichts' (bzw. root window?) |
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20 | 19:58 < elmex> oder in anderer fenster? |
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21 | 19:59 <@schmorp> eher in ein anderes fenster, dne mülleimerbereich unter dem stack |
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22 | 19:59 < elmex> k |
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23 | 19:59 <@schmorp> drag&drop ist für sowas imho gut geeignet |
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24 | 19:59 <@schmorp> oder du nimmst die tasttaur |
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25 | 19:59 <@schmorp> selecten wie in nem text, denn entf |
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26 | 20:01 < elmex> hmm, jo, mal gucken. evtl. wirds sogar ein treeview mit eigenen renderer... oder was ganz anderes. ich muss mich da mal noch naeher mit befassen. heut |
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27 | hab ich erstmal den attribut editor geschrieben... und jetzt muss ich eh weg |
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28 | 20:01 <@schmorp> das schwierigste ist imho sinnvolle stackmanipulationen |
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29 | 20:01 < elmex> ja, das man sich nicht sonstwas abbricht dabei |
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30 | 20:01 <@schmorp> jo |
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31 | 20:02 <@schmorp> das man eventuell bestimtme arbeitslayer auswählt |
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32 | 20:02 <@schmorp> also |
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33 | 20:02 <@schmorp> "alles was ich jetzt mache gilt nur für dne floor" |
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34 | 20:02 < elmex> hm, jo |
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35 | 20:02 < elmex> hab ich mir auch schon ueberlegt |
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36 | 20:02 <@schmorp> und das möglivchst automatisch |
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37 | 20:02 <@schmorp> d.h. cobblestones replaces grass |
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38 | 20:02 <@schmorp> aber nicht no_magic |
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39 | 20:03 < elmex> hmm... das sind alles so undefinierte sachen.. .hmm.. man muss sich halt gute regeln ueberlegen |
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40 | 20:03 <@schmorp> joho |
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41 | 20:03 <@schmorp> vielleicht ne art locked mode |
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42 | 20:03 <@schmorp> vs, unlocked |
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43 | 20:04 < elmex> btw. ich hab shcon diverse intelligenz beim attribut editor eingebaut |
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44 | 20:04 <@schmorp> locked würde dann nicht alles erlauben und intelligent arbeiten |
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45 | 20:04 <@schmorp> der unlocked mode wäre primitiv, für die setenen spezialtranasofrmationen |
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46 | 20:04 <@schmorp> ach so |
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47 | 20:04 <@schmorp> der ist natürlich auch noch ein problem |
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48 | 20:04 <@schmorp> den gut hinzubekommen |
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49 | 20:04 <@schmorp> ahc ja: |
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