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ID | Category | Severity | Reproducibility | Date Submitted | Last Update | |||||||
0005601 | [DCSS] Implementables | minor | N/A | 2012-04-27 11:50 | 2012-11-01 11:46 | |||||||
Reporter | galehar | View Status | public | |||||||||
Assigned To | ||||||||||||
Priority | normal | Resolution | open | |||||||||
Status | new | Product Branch | 0.11 ancient branch | |||||||||
Summary | 0005601: improve mouse support | |||||||||||
Description |
With the android port and the upcoming webtiles mouse support, it would be good to improve several in-game menus to make them support mouse controls (and maybe tiles for some of them). Shop menu (probably using InvMenu) Dungeon overview (selecting an entry to travel there). This one needs to use PrecisionMenu. DescMenu (see 0004573). I'm not even sure why it doesn't support mouse control, since it inherits from Menu. Maybe it's just a matter of setting an highlighter. Action prompts in inventory item descriptions need to be turned into clickable buttons. Similarly, there's (M)emorise and (F)orget in spell description. Buttons in map mode to jump to stairs, hatches, portals, shops,... And all prompts (like yes/no, butcher yes/chop/no/all/quit, ...). We should create a Prompter class, which is initialised with a message and list of words and handle assigning hotkeys and avoiding duplicates. It can then use the message area or a popup window with buttons for user input. Would simplify translating them too. |
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Additional Information | ||||||||||||
Tags | ui-overhaul | |||||||||||
Attached Files | ||||||||||||
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