Hi E.,
thanks for taking part in our discussion.
> For a button editor, I think the Window1 (from above looks pretty
> good), but I'm not sure why you cannot selectively hide/show buttons
> to implement the functionality of Window2 on Window1. It would be
> easier from a maintenance perspective.
Yes, I agree, this could be done.
But to demonstrate the idea I prefered to keep them separate.
> For a group editor, all you need to do is define a text field for the
> name (or have a pre-defined list of suggested group names), and have
> 10 (ish) rows, one for each button in the group. The first column
> would be a drop-down with 1 to 10 in it & DELETE. This allows you to
> reorder the buttons, so that if you wanted to add a new button into
> the 4th position, you could do it without drag-and-drop or having to
> do a bunch of clicking and Delete to remove a button in the middle of
> the group. Next to it, a drop-down pre-populated with the list of the
> character's spells and custom buttons. Perhaps when selected you
> could show the Icon for the spell (see below).
You idea is good, but I think it's too complicated.
I would prefer a double listbox.
On the left, the user sees all his self-defined buttons.
On the right (below the groupname), he has the listbox for the
buttons of this group.
And he can move/reorder them via
">" , ">>" , "<" , "<<" and "Up" and "Down" buttons.
Additionally, we could prefill the left listbox with all spells of his
spellbook, just as simpe "spell" buttons.
And if he chooses one of these button,s we could add this button to
the list of custom buttons, with target "*". ;-)
So when a user just wants to use "simple" buttons, he would never need
to go to window 1.
> And another drop-down of known units "*", "unit1", "focus",
> "target", etc. with a text field for really wild custom
> specifications, such as, "unit1focustargettarget", etc.
I really like 'unit1focustargettarget' ;-)))))))))))))
But I disagree on the destination part:
My plan was to allow different mouseclicks, where different clicks
on one button may target different destinations.
That is the reason why I wanted to keep the destination selection
in window 1.
> Note: While you suggested drag-and-drop for the spell/button, you
> might run into the problem where the Icon doesn't give you enough
> information about what you actually specified. For example, how do
> you tell the difference between a GreaterHeal, GreaterHealRank4, and a
> GreaterHealRank4 which blinks?
I don't know, I've just seen other addons doing it.
But I haven't studied their code yet.
I that's not possible, we could just add a slider next to the drop-in
box, where the user can adjust the rank.
Example: Renew Rank 5 is the maximum the user knows.
We could then populate the slide with (from elft to right):
1 - 2 - 3 - 4 - 5 - max
> For the profile editor, perhaps a text box for the name, and 10 (ish)
> lines for each group. Once again a drop-down for unit, drop-down for
> the group (which includes CR), and pair of text fields for the offset.
Yes, very good. It's kind of similar to the double dropdown list for
groups.
> In my opinion, the biggest problem with XUB is remembering the
> syntax. The UI's job is to construct the specification without
> needing to know the syntax.
Yes, that is the problem.
And with all the modifications I added, the syntax has not become
easier ;-)))
> That's my $0.02. Hopefully you don't ignore it because I disappeared
> from the game.
No, I really appreciate your ideas!
> I have been thinking about returning.
I would be glad to have you back ;-))))))))))
cu
tay