[Kde-games-devel] KScoreManager design
Stefan Majewsky
majewsky at gmx.net
Sat Oct 3 11:43:29 CEST 2009
Am Samstag 03 Oktober 2009 09:43:06 schrieb Ian Wadham:
> However, I choose not to
> use KScoreDialog ATM, because I think the presentation can be
> improved
Please tell me how the KScoreDialog to look like from your POV. I'm currently
envisioning to replace the score table in the middle by a QTableView.
> Unfortunately, when I compile KGr to use KScoreDialog, "CM"
> appears in the side-tabs and there is not room for "Curse of the Mummy"
> or its translation. I would much prefer a paged display with a decent
> sized header and next-previous buttons if people really want to flip
> through high-score sets.
KScoreDialog already has the concept of allowing multiple dialogs. I
specifically think about the group/level/whatever ordering here. The current
tabbed approach is good for flat group lists (like difficulties), which KGr
could rather use a listview to select a level pack.
> RDBMS's also contain meta-data, such as names and
> attributes of tables and columns. I think it would be nice
> if applications could supply this, as well as having some
> commonly occurring definitions "built in" to KScoreDialog.
This is also something which I find rather important. A big problem (from the
developer POV) with the current KScoreDialog is that you have to call three
KGameDifficulty functions (localizedLevelStrings, localizedLevelString, and
levelWeights), and pass the return values to the right KScoreDialog methods.
I'd rather like something like:
dialog->setGroupingModel(KGameDifficulty::groupingModel());
So all in all, I'm on your side here. The more tricky part will be how to
implement all of that with the goodness that Qt provides.
Greetings
Stefan
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