Make level editor touch-friendly
Since we have an Android port, it would make sense to make the level editor touch-friendly, so that mobile users can create levels on their own as well.
Every editor function should be accessible via a mouse click or drag. No right mouse button or wheel please. All buttons should be bigger - 1/10 of the screen width would be okay. I'll disable the touchscreen overlay buttons when opening the editor in Android version - the editor already has it's own joystick. I can add two-finger zoom-in and zoom-out gestures, mapped to some keycodes, just tell me which keycodes to use. There's also Back button, mapped to Escape.
No right mouse button or wheel please.
Do we use that at all?
All buttons should be bigger - 1/10 of the screen width would be okay.
I'd prefer if you can do that downstream since what we have works great and looks great on desktops, anything else seems to be too large/obstructing.
I think that editing levels on touch screen would be annoying anyway. If each button must occupy approximately 1/10 of the screen length, then it will look like this:
- 40% of the screen is occupied by the input gui
- 12% of the screen is occupied by the layers gui
- 18% of the screen is occupied by the scroller or an alternative joystick.
Therefore, only 30% of the screen stays unoccupied by any of those guis. And also the guis would be problematic:
- The input gui could contain up to 12 tiles, because the rest would be occupied by tools and the two menus.
- The layers gui could contain only 4 entries, because the rest would be occupied by sector settings.
And also don't forget that each tile on the tilemap must be large enough, so each tile would occupy approximately 2% of the screen, so only 15 tiles could be edited at once.
That sounds complicated indeed, and I think very few users will use the editor, so it's not critical if it remains broken.
50% of the level editing area is actually pretty decent, look at any 'pro' Android picture editor. They mostly solve this using various slide-out menus and shortcut buttons.
On Oct 6, 2016 9:27 PM, "Hume2" [email protected] wrote:
I think that editing levels on touch screen would be annoying anyway. If each button must occupy approximately 1/10 of the screen length, then it will look like this:
- 40% of the screen is occupied by the input gui
- 12% of the screen is occupied by the layers gui
- 18% of the screen is occupied by the scroller or an alternative joystick. Therefore, only 30% of the screen stays unoccupied by any of those guis. And also the guis would be problematic:
- The input gui could contain up to 12 tiles, because the rest would be occupied by tools and the two menus.
- The layers gui could contain only 4 entries, because the rest would be occupied by sector settings. And also don't forget that each tile on the tilemap must be large enough, so each tile would occupy approximately 2% of the screen, so only 15 tiles could be edited at once.
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Even though this isn't related to the android port, I use a touchscreen computer and the editor is completely functional.
What we could do is change the layer tile select and other stuff to be visible as a separate overlay window while pressing a button.
Assigned Low: 1.0 isn't even out yet, and we're worrying about multiple platform compatibilities. Doesn't make sense in terms of basic project management.
and we're worrying about multiple platform compatibilities
It doesn't exactly have to imply it's Android! Any touchscreen device will do.
I think I could look into some basic widgetry to get this to work for now.