Updates to images and text used in lists, initial layout changes to munition settings.
First off, want to say that I'm really particular about UI/UX, so some of this may come off as nit-picky. But goal here is to make sure the UI is consistent across the entire app and also deal with my OCD when it comes to this stuff. Guess this could have been done in the original PR, but don't see the value of holding up a feature that works to polish the UI.
This is a bit longer than I'd usually write up but want to explain why the PR changes what it changes.
Layout tweaks were made to line up with the spacing in the rest of the interface and fix some cut-off widgets. Additional changes to the munitions settings will follow in a subsequent PR with two focuses: 1) remove ragged edge alignment where possible for less visual clutter, 2) hide elements of the UI that are not relevant to the current selection, again for less visual clutter and to make it obvious what needs to be set for what to reduce friction.
Changes were made to the weapon names for the Mavericks for consistency with the other weapons. This, unfortunately, breaks existing configurations. Would strongly suggest that UI text not appear internal to the configuration (in this case, using the UI name of the weapon to key a dictionary in the configuration). It's fragile, ties our hands if we want to make UI changes, and breaks localization (last one is a minor issue as there's all kinds of things in the code right now that will need work were someone ever to decide to translate the UI). There are a bunch of ways to do this. Easiest is maybe to add a "ConfigKey" field (or "CFG_Key" to track the existing "INV_Keys"?) to the munitions dbase that specifies the key to use in the config and use "Name" as UI text. Same thing will happen in ProfileOrder, potentially (though not totally clear yet on what that's doing in the avionics).
This one I probably should have caught in the PR. That's my bad.
Weapon icons were redone for several reasons. First, square shapes break with the UI (note rounded corners on most everything, etc.), so move was made to circular shapes. The way they were laid out in the table didn't provide any visual break to clue in that there are separate items in the list. Second, the color pallet was such that it was difficult to pull the weapons out from the background: it was kinda mostly a smear of tans, browns, and oranges (this also exacerbated the lack of visual cues for rows). Artwork was regenerated on a blue background so the weapons stand out. It would be nicer if the artwork was more easily visually distinguishable but think the "on blue" versions are OK (kicking around a version that is "just the nose" as that might give us something where the differences are more obvious with more weapon and less blue background in the artwork).
There may be additional PRs beyond the one mentioned above. I need to get my head wrapped around the profile stuff (which I think is still WIP, so not much point looking closely until it's fully implemented).
Updates to images and text used in lists, initial layout changes to munition settings.
First off, want to say that I'm really particular about UI/UX, so some of this may come off as nit-picky. But goal here is to make sure the UI is consistent across the entire app and also deal with my OCD when it comes to this stuff. Guess this could have been done in the original PR, but don't see the value of holding up a feature that works to polish the UI.
This is a bit longer than I'd usually write up but want to explain why the PR changes what it changes.
Layout tweaks were made to line up with the spacing in the rest of the interface and fix some cut-off widgets. Additional changes to the munitions settings will follow in a subsequent PR with two focuses: 1) remove ragged edge alignment where possible for less visual clutter, 2) hide elements of the UI that are not relevant to the current selection, again for less visual clutter and to make it obvious what needs to be set for what to reduce friction.
Changes were made to the weapon names for the Mavericks for consistency with the other weapons. This, unfortunately, breaks existing configurations. Would strongly suggest that UI text not appear internal to the configuration (in this case, using the UI name of the weapon to key a dictionary in the configuration). It's fragile, ties our hands if we want to make UI changes, and breaks localization (last one is a minor issue as there's all kinds of things in the code right now that will need work were someone ever to decide to translate the UI). There are a bunch of ways to do this. Easiest is maybe to add a "ConfigKey" field (or "CFG_Key" to track the existing "INV_Keys"?) to the munitions dbase that specifies the key to use in the config and use "Name" as UI text. Same thing will happen in ProfileOrder, potentially (though not totally clear yet on what that's doing in the avionics).
This one I probably should have caught in the PR. That's my bad.
Weapon icons were redone for several reasons. First, square shapes break with the UI (note rounded corners on most everything, etc.), so move was made to circular shapes. The way they were laid out in the table didn't provide any visual break to clue in that there are separate items in the list. Second, the color pallet was such that it was difficult to pull the weapons out from the background: it was kinda mostly a smear of tans, browns, and oranges (this also exacerbated the lack of visual cues for rows). Artwork was regenerated on a blue background so the weapons stand out. It would be nicer if the artwork was more easily visually distinguishable but think the "on blue" versions are OK (kicking around a version that is "just the nose" as that might give us something where the differences are more obvious with more weapon and less blue background in the artwork).
There may be additional PRs beyond the one mentioned above. I need to get my head wrapped around the profile stuff (which I think is still WIP, so not much point looking closely until it's fully implemented).