Christoph.Krn
Advanced Member
That was very unfortunate. I've accdently pasted my post into the wrong tab.This is starting to become conversationy, and not a bug report nor a feature request.
I referred to the attachments of my post, not those of your post.It's wrong? How?
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That's just the existent 'Upgrade All' button, except wider, using a non-proportional font, and with a full-size guihint (post-preview02) tacked onto it at a good position. This is what I meant with "better integration", and is the reason I think that allowing hints to be toggled on/off is not necessary at all.The example upgrade all button looks awesome
People will typically know the controls of "The Legend of Zelda: Skyward Sword" by hard eventually because they are typically playing this game for several hours straight, but one should not assume that this will work the same way with a graphical package manager too (even if its controls are simpler), no matter how useful and/or featureful it may become one day. Bear in mind that in most games, the hints shown in menus cannot be disabled, unlike the giant hints system in the aforementioned Zelda installment.
You might remember that I had already told you via PM that I'd help with guihints integration in PNDManager even before it was released (the way I see it all PND managers are of extraordinary relevance to the whole Pandora universe). But you have never asked!
I could technically help work on the rest of PNDManager, too, by the way. However, not everything that's possible should be done -- if I started to work on PNDManager, it would likely change significantly, which might not go along very well with what you are having in mind. It's your software, your decisions. If you want to, I can make some button and icon suggestions, and then you can decide whether or not you want to use any of them. In any case I will be working on the next release of guihints first, though.
Here are some of my considerations related to this:On the other hand the buttons in your samples don't look very finger friendly.
- 'Show' button: Screen space in the side-panel is at a premium. For touch control, tapping the highlighted list entry can be used as an alternative way of opening it.
- 'Sorting' button: It's unlikely that someone uses the touchscreen and cannot comfortably find and reach the Select button (unless I'm missing something here).
- Filter buttons:
The guihints combinations in filter buttons are supposed to make toggling a very swift thing to do.
- People do not typically toggle filters all of the time, and in cases where they do, they will likely be significantly quicker using the keyboard even if they're using the touchscreen for everything else.
It's difficult and expensive to fully explain what I think it would be like to use that interface using words, so it probably makes most sense if you either try it out, ignore it, or use the ideas in any other way you want.
If you decide to try it out and it doesn't work, I have some further improvements.
Mainly because I've put an indicator into the right-hand side of the upper bar.Also: why is the info bar in the left side?
I think that with the existence of a side-panel (no matter what side) what people /might/ perceive is just that the screen as a whole slides to the left, irrespective of where its contents are located and what they are, but I have no information whatsoever that I could back this assumption up with, other than experience and gut feeling. This is why I did not mention this in the post's text, but I assume it might be worth experimenting with.
This is something that would benefit from an actual usability study; maybe if porg does some testing some day.
I've only used guihints there to make a connection to the filter buttons. Technically, it could just say something like "sorted" or show a symbol, so long as there is any kind of always visible feedback.The title bar is a bit confusing place for such control-specific information.
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PS: 7 is about the number of things a typical human being is capable of keeping in short-term memory, maybe that was what had come to your mind.
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