[Kde-games-devel] Palapeli preview window survey
Johannes Loehnert
loehnert.kde at gmx.de
Mon Aug 16 19:26:13 CEST 2010
Hello,
> Interesting, especially the "full screen" aspect. Onwards to touch
> screens! (See another thread). BTW I am using the corners for the
> solution window, not having a second monitor. That's a rather old blog
> page, though.
well, my main point was the suggestion of a fixed place on-screeen where to
drag pieces to box them away. I am agnostic to whether it is a "onscreen
widget", a window border or a little twinkling pink unicorn. :-)
> Heh! Hackish? But indeed why not? I would say it is minimalist. It is like
> what a jigsaw puzzle player does in real life (clear some space at the edge
> of the table or use the box-lid, etc.) and it builds on existing methods
> rather than inventing new ones.
In my point of view, the key issue is persistence. Meaning that the game
should remember my boxes across sessions. (probably obvious...)
On a sidenote, for real-life puzzles I actually use lots of boxes, but seldom
the sidespace of the table. Maybe that's why "separate scenes" seemed a better
metaphor to me.
> Having seen your solution window, I think a "box" could be a transparent
> widget with an almost invisible frame, positioned and sized over any
> sub-area of the puzzle table on which the player is currently working,
> e.g. a box of sorted pieces believed to belong to the house at the center
> of the picture or a box that encloses the partially completed house.
> Either box would expand on hover to allow more detailed working. All the
> engine functions for solving puzzles would work inside a box, much as they
> do on the rest of the puzzle table. This would allow "divide and conquer"
> on very large puzzles, without large amounts of zooming and scrolling.
Thinking about it, maybe one should do something like the tiled windows in
dolphin: give some means to subdivide the main view, and undock / redock those
subwindows to make the multihead users happy. In this way of thinking, the
"boxes" would simply become predefined view rects onto the puzzle scene. Each
view could have a dropdown to set the view to a certain "box". The expand-on-
hover feature could be added on top.
Regarding the solution window as in the patch - please keep in mind that
currently it is just a suggestion by me. Stefan was not really convinced when
I first showed it to him, and he is the one to decide what gets commited.
> For example, you might select N pieces from all around the puzzle table,
> collect them into a grid and then, through a misplaced click, drop the lot
> right over a whole lot of other pieces, even perhaps the partial solution,
> leaving a real mess to be cleaned up - not very friendly ...
>
> Me, I have never really liked "drag and drop", for that kind of reason.
>
> [... description of Xerox UI ...]
Drag&drop is an action which most computer users are used to, and probably
will expect to work. What I like well is the "Photoshop" model - in that
programm, a selection cannot be lost by a misplaced click, it is dismissed
only if you explicitly command it. And in case of accident, Ctrl+Z brings it
back.
That said, the Xerox model could be tacked on without losing anything. I think
both things (Photoshop selection and Xerox behaviour) could be realized by
extending the existing InteractorManager.
Best regards,
Johannes
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