[size=200]S44 GUI (Deprecated)[/size]
Most recent screenshot:
(the icons still need to be sorted, and they don’t actually do anything yet)
The GUI has five main elements plus minimap. Counterclockwise from the top right corner:
- Player Info
- Selection Info
Some of the objectives I’m going for in this GUI design:
- Keep the GUI as small as possible as often as possible without being unreadable.
- Keep actively interactive elements close together.
- Keep context-sensitive information close to the cursor.
- All else being equal, follow the default Spring layout.
To this end, I’ve decided to arrange the GUI along the top and left of the screen. Components that players interact with only rarely go along the top, while components that players interact with more often go on the left. Context sensitve information will be moved to a tooltip at the mouse cursor.
This basically replaces /info, /clock, and /fps. It displays a list of players with the local player at the top, probably in larger letters. It may also have a main menu button. This will be 20% of the screen width and as tall as it needs to be.
Pretty much the same as current. Perhaps add tooltips. This will be 60% of the screen width and 4.5% of the screen height.
The minimap will fit into a box that is 20% of the screen width and 25% of the screen height, respecting the aspect ratio of the map.
25% of the screen height. This will be the most customizable part of the GUI, which is to say it will have three display settings. There will be a vertical tab on the extreme left side, to the right of which commands will be displayed. Clicking it will toggle through the display settings. For hardcore custom hotkeyers, at setting 0 no commands will be displayed at all. For people using the more common hotkeys, at setting 1, custom commands (e.g. Deploy) and toggle switches (e.g. fire state) will be displayed, but common commands (e.g. Fight) will not. Finally, at setting 2, all commands will be displayed. Hopefully pagination will not be necessary.
25% of the screen height. Buildoptions will be displayed here, instead of with the other commands. Again there will be a vertical tab on the extreme left, with the buildoptions displayed to the right of it. If no constructors are selected, no icons will be displayed. If only one type of constructor is selected, it will display the buildoptions of that constructor type. Clicking on a buildoption will instruct the constructors to build that item. Otherwise, it will display one icon for each constructor type; clicking on the icon will reduce the current selection to constructors of that type.
This replaces the “# units selected” and the engine tooltip. Instead of the engine tooltip, information will be displayed using a tooltip at the cursor. Where the engine tooltip used to be, there will be a place to describe what units the player has selected. If only one unit is selected, it will display detailed information about that unit. If a few unit types are selected, it will display one icon for each unit type with a number showing how many units of that type are selected. Clicking on one will reduce the selection to that unit type. Shift-clicking will remove that unit type from the selection. If many unit types are selected, it may aggregate unit types into larger categories; e.g. Infantry, Air, etc.
If I recall correctly, Gnome said his brother had a complaint about the icons, basically to the effect that the flag backgrounds are too “noisy”. To this end, I would suggest darknening and/or desaturating the flag backgrounds in order to keep the focus on the units.
Custom attack, fight, move, etc. icons may be a good idea.
Textures for the background of the GUI will make it look nicer.