Closed arnemertz closed 3 years ago
Thank you for your feedback! :+1:
I tried to keep the UI compact, and a switch with a label attached (becaue without it would be confusing), takes considerably more space. (and with the pause game button in the title bar it is even weirder I guess)
Also, I wonder if showing the 'action' instead of the 'state' is more clear? :thinking: When you look at the UI you'd like to see its settings/configuration ('state') in a single overview. At least this is what I would expect for a settings-like UI.
Maybe this would help a little:
Do you think this would improve/help the UI?
If I understand you correctly, the sprite button that toggles would e.g. just display the pause icon and have a "pressed" (= paused/disabled) and "not pressed" (enabled) state? Or the other way round with a play icon? That sounds good. You could, in addition, display the current state of cameras and trackers (enabled/disabled) as a string in the properties list on the right.
I haven't had much time to use the mod yet, but it looks promising and easy to use once I've cleared the "is it recording now?" hurdle 🥇
yes, instead of changing the sprite/image they would only show 'pressed' vs 'not pressed'.
GUI should be improved on next release according to discussion above (and some other things I found while fixing)
In UIs, buttons usually are labeled with what they do, e.g. a pause label when something is playing and can be paused, a play label when something is paused and can be activated. Instead, in TLBE, the enable/disable buttons for cameras and trackers, as well as the "pause game when this window is open" button, are labeled with the current state, i.e. exactly reversed.
The Factorio GUI library has Items that I think are better suited for "enable/disable" controls. I would suggest a switch with "allow_none_state" set to False.