Closed GoogleCodeExporter closed 8 years ago
Original comment by din...@gmail.com
on 11 Aug 2009 at 10:53
I actually think the current menu system is rather confusing, having to press
the
“back” navigation bar button to confirm the selection is bad (it should
cancel). I’m
in favour of adding a “Done” item at the top right to accept the selection,
and
having the back button cancel as it should do.
Original comment by ciawal@gmail.com
on 12 Aug 2009 at 7:39
I agree with ciawal's comments. Traditionally the upper left should be to
cancel the activity and pop the menu off
the stack. Done/Proceed/OK or some such rectangular button at the top right
would be a good addition. A
"select all" button may be nice, but not if it interferes with implementing
proper menus.
Original comment by kevinh...@gmail.com
on 12 Aug 2009 at 7:45
I wouldn't mind, but then you lose a convenient place for an All button, and
you have
to rework the text input where the right button now pushes the much needed log
view
(btw, here the dungeon button means ESC, I admit that's confusing).
If you invoke any iphone settings and press the back button they are saved, it's
often used as save.
Labeling them appropriately (accept, save, esc) instead of dungeon would help I
guess ...
Original comment by din...@gmail.com
on 12 Aug 2009 at 7:49
Another possibility that would work (one that I'm unsure is feasible with
Interface Builder since I don't use it)
would be to put a "Done" button at the bottom of the menu screen. Simply
shorten up the tableview a bit and
stick a button down there. Then the upper right can be "Select All"
Original comment by kevinh...@gmail.com
on 12 Aug 2009 at 8:06
You are probably right about a confirm/save button needed at the right hand.
Can you install your own little button view there? With this we could have more
than
one right button for those screens where we need more.
I would consider buttons at the bottom of the screen feasible but sort of last
resort. I think I've never seen this in an app. But we may have to since the All
button is very important, there are several occasions where this comes handy.
Original comment by din...@gmail.com
on 14 Aug 2009 at 12:30
Why is a select all feature important?
Original comment by ciawal@gmail.com
on 14 Aug 2009 at 3:06
E.g., when dealing with nymphs as melee, I usually have to undress completely
before
bashing them, or when BUC-IDing all the stuff you have collected at an altar.
These
are the cases where I usually have to drop a lot, though there are others where
you
have to drop/pickup nearly as many items.
Original comment by din...@gmail.com
on 14 Aug 2009 at 3:29
hmm wouldn't it be ezer to have select all just append to the end of the select
list
instead of a button? such as
42 gold
7 rocks
a clear potion
Select All
or even "Take All" which then auto exits the prompt and takes the items thusly
saving
on taps as well.
though i am no dev and have no idea if this is viable within the menu systems
limitations
Original comment by kirot...@gmail.com
on 15 Aug 2009 at 6:57
I have added a select all/none button in r174 (at the right).
I am fully aware of the usability issue (as said before you are probably right
about
this) and I won't veto anyone who tries to rewrite this ...
But I'm having some time constraints right now and I really wanted to have that
all/none button so I gave it a shot.
Original comment by din...@gmail.com
on 18 Aug 2009 at 5:13
Original comment by din...@gmail.com
on 19 Aug 2009 at 7:21
Original issue reported on code.google.com by
din...@gmail.com
on 10 Aug 2009 at 3:12