Not sure why there should be parentheses around the folder column. "X" isn't really visually attractive for a button label if the ones above and below are labeled with words.
Might not fit with all languages however.
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long strings test.
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Looks good, but Disable doesn't fit into the button on min res. You should give the button an apropriate constant width.
I expect that we have that string in some other GUI context. Then we can see if english is the longest translation of the string (which it likely isnt)
binaries/data/mods/mod/gui/modmod/modmod.js | ||
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58 | Why? |
binaries/data/mods/mod/gui/modmod/modmod.js | ||
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58 | More common |
These labeled buttons are just ugly.
We should consult the expert on the topic @Stan to use arrow icons instead of text.
The disable button should be moved to the lower panel to show the human-readable element in any language and make it consistent with the enable button positioning.
binaries/data/mods/mod/gui/modmod/modmod.js | ||
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58 | Don't really care though. |
If I understand what you guys are talking about which is hard without screens of the issue and considering I mostly use command line options, the idea would be to replace "Enable" and "X" buttons by arrows ?
No, IMO enable should become an "enable" button just like the "disable" button.
But the "Up" and "Down" buttons should become arrows. I'll upload a patch with the existing arrow icons, then we'll see if they fit.
Just checked. Yes Those buttons should be replaced by arrows / Icons. The X too, if applicable.
If not I'd suggest to merge the two lists, and make the enable button a enable/disable buttons, and grey out disabled mods.
As long as the Disable button and Enable button have the same characteristics.
Again I think it is easier to understand if the button is on a separate row just like the other button is.
But if you know an Enable and Disable icon for mods that is as intuitive as arrows for Up and Down, might be okay. (Possibly awkward to not have save abort and close as icons too).
grey out disabled mods.
IMO mods that aren't compatible to the engine version or have a invalid mod.json should optionally be listed as grayed out instead of always hiding them (like the replay menu).
(Also one needs to be able to sort mods by launch order which won't work when merging the two lists.)