wiiu-env / WiiUPluginSystem

GNU Lesser General Public License v3.0
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Gui for the loader #15

Closed Maschell closed 1 year ago

Maschell commented 6 years ago

It's time to create proper GUI! Now we have a fair amount of plugins and it would be cool to have something to activate/deactivate them!

I'm a really bad GFX artist, so I hope some of you have some cool ideas. Please consider NO limitations when creating a mockup. It doesn't mean something is impossible when you haven't seen it on the Wii U yet. Animations are cool, new GUI elements are cool!

So these are my current ideas.

General:

Plugin overview:

Plugin order:

Plugin updating:

Updating plugin loader:

Options:

Credits:

I would be cool to have as many ideas as possible. This way we can have the best user experience.

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cheatfreak47 commented 6 years ago

Hmm, maybe I'll try my hand at mocking up some ideas for this.

cucholix commented 6 years ago

wupl_menu_new_v1 It's a mockup I build, all the objects are separated I just put them in place for showing porpouses.

Tabs The tab "Installed plugins" is selected in this example, you can cycle between it and "Available plugins" with ZL-ZR it's more intuitive than pressing left-right in the D-Pad IMO. The selected tab is brighter too.

I have a version where the plugin gray frames are fixed to the background, I think it's up to @Maschell decide if he will go with scrollable setup, I have those same gray frames separated too :)

Highlighted Frame
X button turn ON/OFF the plugin, you can touch the area too to change it. Y button open a window (not done yet) to select plugin specific settings. minus button delete the plugin

Background plus button "Apply patches" is fixed to the background HOME button "Home" is fixed too

Notes Would like to know what's the most efficient route to take regarding highligth frame in this case, create the whole .png in both versions ON and OFF? or just replace the ON/OFF banner? The same apply for the gray frames, they should only display the ON/OFF status IMO, and the other options would only apear when it's selected (highlighted frame)

If someone is interested in messing around with this template please DON'T use this mockup, contact me and I will give you the .psd template

cheatfreak47 commented 6 years ago

mockup mockup-controller mockup-sidebar

I did some work as well on an interface here, mine is a lot more rough, but I was more interested in trying to make a UI design as opposed to finalized graphics. I spent a few hours thinking about how a UI would work and flow well and I like what I came up with.

Some pros to my layout:

Touch/Wiimote Pointer Controls:

Button Controls:

I haven't mocked up the "Info" or "Configure" menus yet, but it shouldn't be hard. I haven't mocked up the Plugin Store yet either, but I'd imagine it'd be a scrollable menu with larger boxes including the icon and short description, similar to what @cucholix above did for the main UI instead.

As for credits, I figure that can just be tucked away into the settings menu for the plugins loader, think back to how USB Loader GX did credits for that. You could also display the current loader version on the credits page and play custom music like ULGX did there too if you wanted.

cheatfreak47 commented 6 years ago

mockup-information Decided to mock up the information page now. I also updated the above post to be much more easy to understand.

As you can see on the right there, there's a close button, update button, and a trash button.

On a Wii U Pro controller or with Gamepad buttons:

You'll notice the "for details" line is cut off. This is because this text will automatically scroll after about 5 seconds, when it reaches the bottom, it will stop for 5 seconds before jumping back to the top, and waiting another 5 seconds before scrolling again.

Maschell commented 6 years ago

At first thanks to both of you! That was really quick. Here a some thoughts from my side:

@cheatfreak47 I like the idea of this pop-up menu on the left side, but the text/icons maybe a bit too big? I see the idea of having it optimized for touch, but this is still a 6,2" screen (low res and big screen is a bit weird). The information page mockup looks better, this is really good, I like that.

@cucholix The way how the "list items" look is really stylish in my opinion, but I don't like the scrollbar on the side. I think an actual bar fits better than the buttons. Settings would also be the point where you can see more information (maybe more text of the description, the version, build date)?


Maybe combining both would be cool. The list items from @cucholix and the idea of the popup menu on the left side!

cheatfreak47 commented 6 years ago

@Maschell The size of the buttons on the pop-up side bar would be variable based on how many buttons need to fit, they could go as small as the buttons for "info" and "settings" on the list before it becomes troublesome for wii pointers, I just could only think of 3 menus or buttons to put there so I made them larger to fill in the sidebar.

One idea i thought of looking at @cucholix's thing is adding a button to the sidebar for the github page, which you could maybe have open in the Wii U Browser if that's a supported interface with the Wii U browser, not too sure.

About my list view, maybe the text and plugin indications themselves could be made a bit smaller, but I fear that making the buttons smaller will make them more difficult to click with the Wii Remote pointer, which was something else I took into account by testing it visually in the browser.

photo_2018-03-04_14-27-59

One of the problems I noticed immediately with @cucholix's mockup is that the text for the descriptions is just a bit too small for the Wii U gamepad screen. It's still possible to read it of course, but in the same way it's possible to read the labels on the back labels of shampoo bottles. It's really really tiny, so maybe if that could be bumped up size wise, it could work well.

I'm also not too keen on the giant orange bar stretched across the top, and the background, while stylish for sure- is too detailed as is for clear visibility on the gamepad with it's lossy video compression used, it ends up looking quite blurry.

@cucholix i'd kind of like to see your take on my list and side-bar mockup, given your great sense of style when it comes to design. If you could find a way to work the icons into the list entries for the list view that'd be pretty cool.

cucholix commented 6 years ago

@Maschell I agree with the idea of a bar instead buttons it give us more free space in the right side too, I also like the side-bar, but IMO it would fit in the whole composition at the right side, in my mockup at least. Regarding the info we can add a touchable "i" icon near the app icon that is triggered with the left stick click too, that way we access to a new pop up window that show more detailed info about compilation date, version, etc... I'm not fan of clutter the the frame any further. The Settings button is just too important for each plugin to mixing with other info IMHO, at the same time not all the plugins have options =p, so I'm not quite sure either.

@cheatfreak47 I just saw the description text of my mockup in the gamepad and it's tiny, maschell mentioned that a possible solution is that the text autoscroll when you highlight a plugin, so it shows completely independent of the length. The text in the mockup is just a placement (in fact all the text, except github/twitter lines) so maschell always can adjust text size via software.

Now the side-bar what would contain? It should be global settings, it would be ideal to set plugin order for example, credits stuff, external links and whatnot.

jakobkg commented 6 years ago

I really like what you guys are coming up with from a user perspective, and want to offer a few thoughts of my own. Both mockups here have some really good ideas going on in terms of looks and touch-friendliness, but I feel like there is still a bit left to be desired. I think there are a few things to be learned from Nintendo's menus, or general good UX practices:

jakobkg commented 6 years ago

I'm not great at actual graphical design, but here's a written mockup of what I would think is a mostly good user experience for the plugin loader.

The basic layout

The layout should be very simple, consisting of three main parts. There's a header, a body and a footer. Very straight-forward stuff.

lampadablu commented 6 years ago

Here's my idea. The orange circle in active plugin screen means that there's an update for that plugin.

gui-maschell-active

gui-maschell-installed

-Animation preview- gui-maschell-gamepad

josedaniel commented 6 years ago

Hi there.

Maybe I am to late to the party, but wanna share some ideas, a little bit inspired on the Switch UI. This are only wireframes, of course.

This one is the homepage. The idea here is to be able to re-arrange the execution order of the active plugins, and to enter to a plugin to enable, disable or change its options. The plugin store can be entered the same way as any other plugin, but instead of loading the plugin setup view, it will load the plugin store itself. The plugin list is an offset carousel, and the re-arrange option on the bottom will only appears if the user is over an active plugin.

00 - homepage

Then, we have the plugin options screen. I'm sure this can be improved talking the amount of information available to the user.

01 - plugin selected

If the user selects the plugin store... 02 - plugin store

If the user selects a plugin for download or manage, in the plugin store... 03 - download plugin

Hope this helps in some way.