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Amend #851: Add missing strings and write config on toggle OSD #858
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kvakvs
commented
Apr 22, 2020
- Missing strings for mode descriptions added
- OSD toggle now saves global config
Looks like there's some new translations in there too - who contributed those? (so we can mention on changelog) |
Czech translation, entirely new, but the language code is not added to the game UI yet (out of scope of this amendment) |
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👍
Slight scope creep, but hopefully quick to change... Parking icon is dimmer than nearby vehicle restriction and speed limits icons; if memory serves this is intentional in its unselected state. However, when hovering (as the mouse was doing in image above) could it be given full opacity? Otherwise it feels like it's disabled (despite the blue background color on hover). Having the foreground icon become full opaque would provide more tactile feedback for the button. |
A problem 1: The sprites for Parking Restrictions normal and active look like they have correct brightness. The skin setup for PR button is exact same as for example SpeedLimits button, so should be correct too. Now why exactly that button looks differently? A problem 2: Child of a window cannot be more opaque than its parent. |
Ooh, I think I found a bug.... Steps to reproduce (not sure if all steps are required, but just in case):
First, with lane arrow tool selected, clicking the Then I went to lane connector tool to see if that would work: Note the So now I try going back to Lane Arrows tool: First click does nothing (note the darker blue background indicating the lane arrows tool should be active, but also the dark blue background indicating lane connectors tool is also still active):
A second click now removes (lane connector) node select circles but still has lane connector tool selected: Note, however, that segments are hovering when I hover them - indicating that the Lane Arrows tool has input focus: (note also button states in that image above) A few more clicks of the lane arrows button and now both buttons are disabled and I'm getting green road selections (indicating that the 'mass edit' tool has input focus): By this point it is very diffcult to get the lane arrows button selecting at all, although every so often it does select: Logs:
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Regarding comment above, I suspect we will need to reset fsm's of buttons/etc when language changes? |
@aubergine10 i had similar problem before, and it was related to me trying to set visible of some control to false during input processing. If i don't try to hide anything, it works normally. If you remember that's when i was asking whether input processing is another thread or some other unsafe situation. Possibly related to me detaching the hint controls when refreshing the hint panel. There was no easy way to delete them cleanly within the same frame so i started detaching them, i.e. resetting their parent, and they're sad when they lose parent UIView. |
I think Forest Brush also removes UI elements when not displayed and from vague memory (it was eitehr boformer or TPB) ran in to some similar issues - but they found some way to resolve them. Might be worth having chat with boformer on skylines.code. |
Pushed one line change, not detaching controls now. Can you verify if anything changed? |
^ Edited comment above (in case git notifications already arrived with old text) |
I can confirm the null reference / fsm bugs are fixed! (ref: #858 (comment)) |
The text is correct. It says exactly what i wanted to say. Although now if i think the wording might be wrong. If we take the junction as a reference point we take a lane incoming to the junction/node, and then lane outgoing to redirect the flow. |
We can add that as one independent and small PR. |
Yup, it's always been the junction that we used as reference point, because the user has to select the junction first, so subseqent actions are in relation to the junction. So they start by selecting incoming lane they want to edit, then they click outgoing lanes to toggle connection to the current incoming lane. It's important that we mention 'toggle connection' (or 'add/remove connection'?) in the 'choose outgoing lanes' stage of the task, as there is always some users asking how to remove a connection after they've added it.
Ok.
Yes, it would be, which could be confusing hence the mention of "Select a tool to use, or ..." at the start of of the hint text (there might be better alternate wording but I couldn't think of any yet). The mass edit thing is weird to explain but feels intuitive once you know how to use it. Unlike all other tools, the "button" for the mass edit is the road itself. At some later date we could potentially add other icons to the road world info panel for performing other tasks; eg. speed limit icon would switch to the speed limit tool with that road already selected. We could further extend by allowing node selection, so I could just select node to see info panel and then click junction restrictions icon to jump in to that tool with the node already selected. But that's stuff to ponder at later date. |
@aubergine10 I suggest introducing the user to the concept of a named road, or street, and integrate it more with all relevant tools. For example encourage users holding shift more, and seeing the streets more often. This will create awareness what the streets are, and then the hint will begin making sense. |
@aubergine10 Please suggest exact wording change for the modes, and let's get done with this PR :) |
I'll update later tonight (currently wading through mod checker stuff which will take another few hours). |
Default interaction hints... Mass editWhen toolbar visible, but no tool selected (green road select "mass edit" can be used):
Lane arrowsWhen lane arrows tool active, but nothing selected:
Lane connectorsWhen lane connector tool active, but nothing selected:
When a node/junction is selected:
When an incoming (lane entering junction) is selected:
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Modified the strings and updated the English translations to what is suggested above. The bug with "UIVIew is null" is reappearing sometimes. I am worried. The game was running idle in road build mode for a few minutes, and then error log appeared with that exception. Recompile and reloading the mod fixed it, but it means the problem is still somewhere there. |
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LGTM from in-game testing 👍