Scrolling Game Development Kit Forum
SGDK Version 2 => Help, Errors, FAQ => Topic started by: durnurd on 2007-03-01, 12:26:39 PM
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When undoing a change that changes the format of text in the code editor, it first undoes the change in format, then another undo undoes the action. Undoing the format change causes the entire text to be selected, which moves the cursor (very annoying).
Could this be fixed easily?
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Yeah, I've known about this, and, if I recall correctly, don't know how to fix it. If you undo again it will undo the change before the format change, which might restore you to a nicer position/state, but yes, it is annoying.
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IS the undo automatically implemented or is it something you do manually in code? Could you just "skip" saving any changes to formatting?
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It's automatic, and I don't see any way to temporarily disable it to skip anything without completely disabling it. But now I'm thinking about disabling it completely to see if I can manage to completely re-implement it myself.
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Whew -- I finally re-implemented undo and redo manually and it seems to work pretty nicely now. Back to updating the frameset editor. I think I have some pretty good ideas there too.
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Yay :)
Back to updating the frameset editor. I think I have some pretty good ideas there too.
I may be taking a course in UI Design next semester, so watch out!
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Wuh oh, the brother will become the master ;)
I wonder how badly I've sinned. Let's see, what do I know about UI design?
1) Keyboard accessibility for all commands
2) Be consistent in terminology and layout
3) Use familiar controls/widgets or elements that relate to real-world objects that users are familiar with.
4) Menus for all windows should be merged into a single menu bar (I'm probably supposed to do this with the toolbar too, but it just seems to inconvenient to put those buttons so far from where they apply).
5) Enter should press the OK/Default button, Escape should press the Cancel button
6) All commands should be apparent on the UI (no hidden commands that users are expected to use)
7) Don't try to accomplish everything on one screen; split distinct tasks out into separate screens.
8 ) For irreversible/drastic actions, prompt the user to confirm.
9) Provide the user with helpful error messages focusing on what to do rather than what went wrong or what not to do.
10) Show an hourglass pointer during potentially lengthy operations if the UI will be unresponsive. For very lengthy operations, show a progress bar.
11) Don't require the user to redefine their sprite templates for every map independently ;).