ConsolePort

ConsolePort

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General feedback

seblindfors opened this issue · 132 comments

commented

Use this thread to post general feedback. What you should post here:

  • Constructive general feedback
  • Wanted changes
  • Wanted additions
  • Rants about terrible implementations

What you shouldn't post here:

  • Bug reports
  • Marketing concerns
commented

For now i have one little observation About the mouse (cursor) trigger.

While on the battlefield grabing quests and killing mobs or interacting with the environment (switching stuff) you made unnecessary the use of the mouse.
Knowing the pointer is on your character's head, is enough to realize how to aim to npcs/stuff to interact with them

Here is the behavior that i find strange:
When you press R3 to interact with the enviroment, the mouse pops up. It becomes handy in some situations like having to loot stuff one by one.

Sometimes when i only need to interact with an NPC to turn in quest, I press the button, deal with him with the square and circle buttons, and go back to business.

But for some reason sometimes after pressing the button i move the cursor sligthly off my character's head, and when i get back to business and try to turn left or right, my toon does nothing and i see a cursor flying around instead.
Then I have to put it in place by moving the cursor or casting monk's roll spell.

Random ideas:
Would it be great if...

  • The mouse(cursor) trigger is the main click (L3) instead of the right click (R3)?
    This way you could only summon the mouse when you needed and keep it hiden while dealing with quest givers and enviroment.
    You made an awesome "workflow" that makes the use of the mouse almost unnecessary. So I think maybe it is unnecessary to make it always visible/usable.
  • Whenever you are done with browsing panels or whatever you do involving the mouse and go back to the field, automatically hide the cursor and place it automatically in my toons head so i know where it is at all time.

Thank you!!

commented

I'll try to explain why this is happening and how I'm still trying to figure out a better behaviour for the mouse look. I share your annoyance regarding the occasionally flailing cursor. If you type /framestack in the chatframe (same command to turn it off) and center your cursor, you will see a frame called CP_MOUSELOOK. This is the actual trigger for mouse looking. It behaves in a certain way:

  • When cursor is dragged over it:
    • Mouse look is activated if a certain check value is false
    • The check value becomes true to acknowledge the mouse is centered
  • When the cursor reappears over it (as in clicking right mouse button):
    • Mouse look is disabled
    • If the check value is true, mouse look will NOT reactivate
  • When the cursor leaves the frame:
    • The check value is set to false, once again triggering the mouse look when cursor is dragged over the frame next time.

This means, where the code isn't perfected yet, you may have to drag your cursor away from the character and then back to re-lock the mouse look feature.

Why do all this?
Because if mouse look is triggered at all times by having the mouse centered, the cursor would be locked in the center of the screen and right clicking for looting, items, NPCs, etc, will stop working completely. Now, my approach might not be the best one. I'll try to fix something a little more intuitive, but for now, you know how it works.

About moving the cursor to the screen center:
I've been digging through the API for this and unfortunately it doesn't exist as a plain usable function. The only way to programmatically move the hardware cursor inside WoW is to spam it with excessive use of mouse look toggling. If done just enough, the cursor becomes centered, but if done slightly too much, the game client crashes. There might be a way to circumvent this and I'm looking into it.

By "done with browsing panels", do you mean when all overlapping frames are closed? As in, let's say I have my bags and my glyph pane open. The mouse look will then be triggered when I close those frames, essentially letting the addon know I'm done with the UI for now?

commented

Yes. I meant that.
For now you addon feels like it has two modes.

Battle mode: moving, targeting, attacking, interacting.
Panel mode: Browsing quests, items, bags... Etc.

So once you close all panels it would be like you get into battle mode again without mouse.

commented

I've gotten used to clicking RS to get out of mouse look, but overall not much different. It kinda makes more sense to have it this way though. Have you tried it yet?

commented

I've changed up the mouse look behaviour. See if this fits your needs.

  • Left stick button (left mouse) is now used to escape mouse look.
  • Right stick button (right mouse) will now retrigger mouse look after 400 ms if the cursor is centered.

If you use DS4Windows, you will also need to update to the new profile, since the old profile has a macro that triggers too fast for the new behaviour. Will look into fixing the frame trigger aswell.

commented

How do you feel this change in behavior?

commented

The buggy L3 is due to hardcoded "mouse steer", which is what happens when you press Left mouse button while in mouse look. This is usually triggered by holding both mouse buttons, but happens in locked mouse look aswell. I attempted to override this feature, but it doesn't always work as expected. I'm suspecting there is no rock solid way of making that behaviour work all the time.

I've just realized not everyone uses auto loot so I'm just gonna go ahead and code manual looting.

So let's figure out when the flailing cursor happens. I've noticed it sometimes happens when you have auto loot on and loot very rapidly. I can fix that easily. Anything else?

commented

Hello, i've been testing and comparing stuff, here's some thoughts:

First, your initial approach to disable mouse look with (R3) is rock solid.

I've been testing the new idea and this is what I found:.

  • Interaction with NPCs (R3): Awesome,
  • Looting: Sometimes fails, and you have to summon the cursor in order to actually loot if you don't enable autoloot.
  • Triggering with L3: Sometimes fails.My toon sometimes runs, sometimes summons the cursor.

After playing a bit with this configuration I got back into the old one, and suddenly everything became very intuitive.
So i got two thoughts:

  • The initial behavior (R3 to summon mouse & interact with stuff) is brilliant, and it is not the cause of the weird behavior of a mouse misplaced when you get back into the battleground.
  • The more you play with it the more used you get to it.

After that i tried mixing up stuff, and i tried different DS4 profiles basically switching L3 <-> R3, so i could summon the cursor & interact wich stuff with L3.
I found that "slightly" more comfortable to my play style, but this is only for my own style, there must be people who prefers to summon & interact with R3 instead.

¿So what?
After testing this new system, I found that your initial approach is far better. It works like you excpect, and how you expect, so i would stick with it.
Maybe the only real problem here is the (sometimes) misplaced mouse that don't trigger mouselook when you are done with panels.
Maybe that frame trigger solution does the trick, maybe somethiing else.

Excuse my bad engrish, hope i explained myself well.

commented

Holding down the shift modifier (normally L1) should make the tooltip pop up and there should be a tiny instruction to press circle to loot on it, hehe. This solution is a bit unclear so I'm going to work on it. The problem I found with keeping the tooltip visible at all times is you sometimes don't want it. It's a little bit intrusive, especially when sitting in the middle of the screen. For example, I have zero interest in something like Netherweave Cloth, so why show its tooltip just because I'm about to loot it.

I'm glad this solved most of your problems. When it comes to the learning curve, I hope you realize I intend to build complete support for the entire interface eventually. You should barely have to use the mouse mode at all. Is there anything about the currently implemented frames (gossip, questframe, taxi, bags, questlog, map etc) that you find unintuitive and in need of change?

Edit: Regarding the closed panel trigger...
I keep track of all the currently SUPPORTED frames in order to know which frame needs focus, and how to rebind the controller buttons in response. When a mouse look trigger is added to this whole mess, it will only work with supported frames, meaning if you have a currently unsupported frame open, the check for open panels will not take it into account. Since there is no way to actually check how many panels are open without keeping track of every single frame, implementing this behaviour at this time is not without its cost. Mouse look would be triggered incorrectly, for example when closing all unsupported frames but keeping a supported frame open. If I can't be clever enough to figure something out, you'll have to wait until I've added full interface support until I can start testing this.

commented

"Holding down the shift modifier (normally L1) should make the tooltip pop up", Oh yes, that's important and didn't knew that. Maybe it is possible to add a bro-tip in the loot window aiming you to press L1 to pop up Tooltip?

tolltip

Then, once the tooltip is open it will tech you how to actually loot. The good thing is that you only need to see it once to figure out how to loot for the rest of the game.

About the intuitivity of the implemented panels, the overall feeling is that most of the things works as expected and using the button combinations you expect to use.
There are some little things that may not work smooth as silk and i am trying to collect them. But before sharing them i like to go deeper in the use of the addon because some things that may look not comfortable maybe aren't a global problem for everyone, but a problem only for me about my personal way to interact.

For now, the learning curve is super smooth.

commented

"Edit: Regarding the closed panel trigger..."
Then the cost (at least for now) of this feature is too expensive for what it solves. No one will die without this, and by the time you implemented all frames there won't be much situations where you need the actual cursor. So this very little problem will almost solve by itself, isn't it?

commented

Hello!
Yesterday i had a great time playing, and found the new feature to loot manually (Autoloot:off) by pressing "O" is incredible. Maybe a bit slow in delay, and maybe i missed a little tip that tells me to pick up stuff by pressing "O". I think i realized because the item was highlighted.

I thought this solution may solve the 90% of the problem:
Before this patch I had to summon the cursor manually to loot the things i want, and sometimes placing accidentally the mouse out of the "mouselook" triggering box. That caused to not let the right stick behave like it should once you got into battle again, showing your cursor flying around instead.

Yesterday, after the patch I had absolute 0 flailing cursors on combat mode (Questing, fighting, looting).
The only moments that may cause it to happen were when interacting with panels, but this was not much of a deal. Once you know that you summoned the mouse to make it move trough the screen, you are more aware to put it in place once you are done.

In a nutshell:
With the new feature, the flailing cursor thing was almost done to me.
I have to add that this issue while browsing panels with the mouse got less evident by the time i got more used to the addon and its behavior.
This is good, and this is bad aswell because it means that there is a little bump on the learning curve.

I still guessing if triggering mouselook:on once you close all panels, might help for those times that you don't think to put it in place. ¿What do you think?.

The overall sensation of the new patch is awesome.

commented

Gonna leave this here:
I'm Spanish, I could help if needed to translate.

commented

Well, I'll have to retract my previous statement since I figured out a way of achieving this.
I've hooked the function called by the PS-button to trigger mouse look, so if you use it to close all frames (like using escape button) then mouse look will be triggered. This might be a decent solution. Let me know what you think.

commented

Sounds awesome!
I have a question about it but i have to realize wich is the behavior of the ESC key when pressed once while there are many panels opened.

If it closes all the panels, your idea i awesome and my question dumb.
If it closes only the top panel, then my question would be if it is good to trigger autlook before all panels are hidden, and if it is a bad thing, the next question would be if there is a way to tell the addon to trigger auto look as soon as the last panel is closed via PS button.

I remember a feature that hids the trigger box whenever there is a panel onto your characters head, so maybe it is possible to recognize if there are still panels open, and trigger autolook as soon as the last one is closed via Ps.

Important note: i have zero idea about programming, so maybe my questions are dumb as fuck.

commented

By default the PS-button is bound to "Toggle Game Menu", which is the function that

  1. Clears your target
  2. Closes all panels
  3. Opens the game menu

On a fresh character with default keybindings, this is done with the Escape button on a keyboard.
In the addon, by default, it is done with the PS-button. I frequently use the PS-button to clear my target and hide all obstructing UI panels. Since this function already closes ALL panels , there is no need to check whether a panel is open. Now, if you close the frames one by one, it won't trigger, but if you close them all at once, it will.

commented

Then it is the best idea ever. I'm gonna check this out asap!

Edit: I flash tested it and it looks amazing.
Awesome work sir, I'm enjoying it pretty much!

commented

Spent my day in photoshop instead of coding:
screenshotsplash

commented

Mini Wishlist:

1-Context: When manually looting, the first object is highlited. once you loot it, if you want to loot the rest, you have to do it by pressing down and "o" as many times as you need.

Is it possible to auto highlight the next object after the one you looted?
That way you could loot quickly spamming "o" and skip that f*cking netherweave cloth and keep spamming until it's done.

2- Is it possible to configure mouse look sensitivity separating vertical and horizontal sensitivity?
I am probably the worst controller player on earth, and when things goes messy on the battleground, sometimes my camera points up and down making me lose the focus of the mobs (i'm playng a monk)

Then i thought that maybe it would be nice to be able to turn the character (via mouselook) really quick, and the up & down tilt make it slower.

3- Context: i found myself looking for an object on the bags with the mouse. I knew were the object was and it would be faster to reach it by mouse than pressing buttons. Once hovering over it the tooltip appears and so does the suggestion to equip it with "o". But if you press it nothing happens. Seems you must get to the object via buttons and then equip it as suggested.

¿Working buttons while hovering objects in the bag?

Do you find any of those interesting?

Regarding the controller selection, how it sounds to pop this screen the first time you launch the addon?

commented
  1. Yes, I will fix this pretty soon! The manual loot thing was pretty much thrown in there in 5 minutes.
  2. This is a hardware issue. As far as I know, you have to set this up in the software running your controller. In DS4Windows you can mess with the value "Mouse Sensitivity", and in the tab "Curve" in your profile, you can change the mouse acceleration curve for RS.
  3. This can be implemented. I have this functionality elsewhere actually. The map responds to both mouse cursor and controller buttons, and disables the controller buttons when the mouse is over the map. I'll make it happen.
  4. The controller selection does already pop up the first time you launch the addon. Remove your SavedVariables and see for yourself :)
commented

About 2: i will check it via ds4 as you suggest.
Only one thought, there is a place inside wow's mouse configuration menu where you can modify mouselook sensitivity and cursor speed. I configured it turn super fast when in mouselook, and to move the cursor really slow in mouse mode. That made me think that maybe there was a chance to modify it spearately via WoW. :(

commented

Didn't even know that. I will look into it.

commented

Totally worh it

commented

I thought so too!
You can type "/cp type" or "/cp controller" to bring it up. Works like a charm!

commented

Alpha 0.2.6 - SpellBook
Look at this behavior:
Once the SpellBook opened you the highlighed icon appears on the topleft spell.
It wont let you jump into the next column of spells if you press Right. It will only allow to browse by pressing up or down.

BUT, if you are in the second collumn and you press right, then it will switch pages and jump into the next collumn.

Note: Browsing item in the bag allows you to browse using all four directions. I expected the spellbook to behave that way aswell.

Bonus Track:
When switching tabs (triangle), it is clear that there is interaction there, because there is the triangle icon beneath the tabs. The only thing that i felt slightly off, is that it is not clear wich kind of interaction are we talking about. As soon as you spam triangle twice, you realize that this is to switch tabs. So this issue is not much of a problem.
But once you start polishing the whole thing maybe it worths a minute to think about it.
Suggestion:
Once you are in the spec specific SpellBook tab (default tab), place the triangle button at the right side of the global spells tab. That way you are telling where the button is pointing.
Once in the global spells tab, Place the triangle button at the right side of the spec specific spells tab.

Now i think about the other tabs with the non activated talent trees.
Maybe you could allow tab navigation via button combinations like:

  • L1+Square: Global Spells
  • L1+Triangle: Spec Specific
  • L1+Cross: Second Talent tree (non activated)
  • L1+Circle: Third Talent tree (non activated)

And from there you could bind as many tabs as you find by using the common combos you taught us in the action bar:

  • L1+Circle, L2+Circle, L1+L2+Circle, and so on.

PS: Hope i'm not annoying with all the observations.

commented

Allpha 0.2.6 - The wizard setup is awesome!!
One of the things i wrote down to comment later was to talk about those who are too impatient to get into the addon and forget to set up the keys first. (it happened to me)
Now it is solved in an awesome way.

About the wizard into the control selection screen i would like to share something:
lines

1- In the title bar, it sounds a little weird to me. Note that i'm Spanish so maybe it is a personal problem.
Suggestions:
-Select a Controller
-Choose a Controller
-Controler Selection

2-(In blue) Seems there is a lot of empty room above the controllers
Suggestion: What about writing the controller name?

  • Xbox Layout / PlayStation Layout
  • Xbox / PlayStation

3-(Pink) Crazy mirrored gray spots o.O

4-(Green) Here's for the OCD ones:
PS controller is a bit lower than Xbox's.
i drop this comment for the sake of those who can die from watching something slightly not aligned.

Usage: Each time i went t this screen, i tried to select the controller using the arrow keys on the controller itself. Dunno if it happened to you aswell

commented

Graphics:
Love your feedback on the graphical parts, haha! The setup wizard is also a bit wonky, with shadows not lining up and weird artifacts around the button icon. Feel free to mess with the graphics in any way you want as long as you don't overwrite the originals!

With regards to the controllers being slightly unaligned: They really shouldn't be! They are taken from the same image, rotated and cropped in the same fashion and using the same effects. The problem you refer to is actually the differing shapes of the controllers. Sizing up the xbox controller would mean screwing up the horizontal alignment instead!

Adding the names of the controllers is an idea, yes. Wording is also a bit strange, I agree. Just imagine if you have like a Logitech controller and that screen pops. Your controller is nowhere to be found! I guess it would be better to imply it's simply the layout you prefer personally.

The whole damn controller selection tab is mirrored and you can clearly tell. I really hate the sharp line in the middle of the panel. The weird gray spots exists on the current splash frame and it's the only reason they're there. Feel free to fix my mistakes!

Spellbook:
What the hell! This must have happend recently, since it has been working flawlessly for me. I think I might know what's causing it without even looking at the code though, since I recently rewrote some of the button input.

That tabbing system is not a bad idea, but I'll have to make pretty big changes to get that working. We'll see how I approach this. Also, Cross belongs to the static button set and cannot be "reverted" to its original binding when you enter combat so for that reason I will never use it to control the interface.

The triangle tab is simply a quick system implemented for me personally to grab spells on new characters. It's not final. I'll get around to fixing it eventually! If you open the Talent or Glyph frame, you'll that I've already implemented something similar to what you suggested. The triangle moves depending on the tab you're in.

Edit: I love feedback. Feedback is good. I'm not making this addon for myself, I'm making it for others because I love playing this way personally. I want the addon to suit everyone, which is why all feedback is good. :)

commented

Do you mind to send me the files on psd so i can mess around?

commented

The PSD files are now on the git. Feel free to play around. :)

commented

The spellbook iteration bug is fixed. It was just a tiny error on my part. :)

commented

Look at this !!
sample01

sample 02

sample 03

I kept most of the original artwork, modifying only the controllers and the circles taht surround them (the cricles are still in place, i only fixed shadow.

Would it be enough if i re-send the PSD and you export the assets you need in your fashion?

commented

This is why I'm a programmer and not a designer. I like these better. Thanks :)

Edit: The PSDs are good. I might need some of the stuff for other graphics down the road.

commented

Maybe, I'll have a look at the PSD and see if I need anything extra!

It would be nice if you left them unrasterized so I can see the effects you're using.

commented

You can't imagine how much i would love to do the poetry you do with code.
But yet... i'm only firend with css :(

commented

So i upload the psd and it will be it?

commented

Do you have any thought on the updated wizard now that we're at it?
image

commented

Maybe. It overall does it's job. maybe a inner shadow on the button frame (triangle).
Maybe get rid of the controller in the background and make the window less taller. Just to fit its content.

what do you think? is there something off to you?

commented

Uploaded all files unrasterized, i hope you find what you need.

commented

I'm not going to use the tilted textures. I'm going to use the normal ones and then just flip them with code, to save some space. This is where I'm at right now, hehe.
image

commented

Hm, maybe you can help me figure this out. The alpha channel renders white glow instead of drop shadow where transparency isn't full.
image

commented

You seem motivated that is good ^^

commented

Looks pretty cool :)
image

commented

The only guess i have is that maybe the backgroun of the image unmasked is white, and as the mask tries to pick only the black of the shadow, it also picks some white.
How those it look with the mask deactivated?

commented

Setting the background to black fixed it. Thanks!

commented

They pop all casual :D

commented

I did the assign button thing from scratch. Better looking now in my opinion.
image
Regarding the size:
I want to leave room for a tick box that says "Never show this again" because some people might have 14 button controllers and you don't want that screen to pop up everytime you log in.

commented

I know about this. I did implement a fix for it, but you can't mess with the dropdowns at all it seems. It will cause execution taint and then nothing works until the interface is reloaded. It's probably not impossible, but I haven't figured out how to solve either:

  1. No double click macro needed
  2. Opening secure drop downs without taint
    I might be able to fix it eventually. No promises though.
commented

Issue regarding player portraits:
Today i wanted to be social.
I was about to kill an elite for a quest when another played appeared and said:"invite pls"

Well i targeted the buddy and when i tried to press the right button (R3) on his portrait i dieded in struggle to make the contextual menu pop up, because the macroed double click closed it all the time.

commented

Last suggestion on the wizard.
I still find there is a lot of room above the controllers, what about writing a centered sentence that works as a salute from the addon?

"Welcome to ConsolePort, please select a layout to start the configuration"

layout

PS: at morning i forget how to engrish, sorry.
What do you think?

commented

I guess i'm going to install Clique aswell and bind some basic action on player's frames while hovering the mouse.

commented

It looks slapped on there, as if added without molding some of the graphics around it. I do, however, agree there needs to be more presentation. Hmm...

Not to go off on another tangent, but did you like the hollow circles instead of having the background? I think it looks cooler.

commented

I love them! It blends better with the game, plus seeing this screen with two console controllers in World of Warcraft is a wonderful mindfuck. Though you installed the addon knowing what to expect, the first screen tells you that shit got real and you'll play wow with a controller.

Bonus track, did you improved something in the process of targeting / looting? Yesterday i've been playing super fast, I don't know mahbe i'm getting used to the addon.

About the text don't worry, i drop the thought in case it inspires you somehow. The current screen is working well tho.

commented

I changed the behaviour of mouse look slightly. It doesn't trigger on losing targets anymore, which was a bit of an annoyance to me.

Apart from that, the largest change I can think of is there might have been a slight performance improvement from redoing the secure button handling. Before I rewrote that system, the button on the controller would actually press the buttons on your bars. Now, the buttons just call the action of the button on the bar, essentially cutting out the middle man.

Apart from that, I think you're getting used to it. :)

commented

Then the sensation goes better and better. For now the overall concept you put on binding keys, is awesome, I only changed the the action of the raw cross (jump) for the L1+Cross combo.(target)

Also i wonder if lefties will prefer their modifiers on the right side, instead of left. But they will tell you if they need that :)

Apart from that, the rest is brilliant

commented

I intend to implement a modifier swap eventually but it's not a priority.

Could I trouble you for something? I'd like to have a button replacement for the automatic mouse look. This is for the people who don't like this feature and want to turn it on manually. I need some graphics to place just beneath the character and should ideally be non-obstructive but still clear enough to click on. Do you have any ideas?

commented

Is it like a little icon at the character's feet that will trigger mouse look whe clicked?

commented

Yes. It won't be visible when you are mouse looking but it will show up when you're not, if you have this mode toggled. It needs to be big enough to click with ease.

commented

Could it be a not so big black icon that highlights like the controller selection screen once hovered?

That way you could achieve a not so much intrusive icon when dont interacting with it, and a super evident spot of interaction once hovered.

Also: wich kind of image would represent the action of the icon? An eye? 4 arrows?

commented

Yes, that would work. I'm planning to have its alpha value modified by mouse position, so the closer you get to it with the cursor, the more visible it becomes.

commented

Interesting!
Please drop a comment if you have an idea of what icon could represent that action.

I will look into wow's icon library to see if appears an icon of a dude turning around.

commented

Is there a problem to use wow icons? Or they all must be original?

commented

I'm not really sure what kind of icon would do. Maybe like a camera with indicative arrows around it? Haha. This is the stuff I'm terrible at.

No you may use any WoW art you want. Have you extracted the art files from WoW yet? There is a ton of graphic stuff in there you might like to play around with.

http://www.wowwiki.com/Extracting_interface_files
http://www.curse.com/addons/wow/photoshop-blp-format-plugin

commented

Here's a new addition. Now you can tweak the mouse options as you please.
image

commented

Hello! i don't see this menu :(

I only see the bindings panel, and if i click on the ConsolePort, appears a lonely checkbox that allows me to load a camera movement for each time i talk to an NPC. I have to add that this is a really cool feature.

Edtit: Wait!! i said nothing, I forgot to replace the old addon for the new one... You know, those kind of funny things that happens to those new-to-be-dad. Gonna test this bad boy right now!

commented

Did you update correctly? I pulled the files from the git to confirm and the menu is there for me.

commented

That was the thing. Sorry!

commented

I might add more events eventually. At least this gives people a little more freedom with how the addon works :)

commented

Trigger when player starts moving is love.
Trigger when player starts moving is life.

Also i liked to be able to avoid triggering mouselook when interacting with npcs. I think it has potential for the AH brokers.

commented

When I used this to tank in dungeons I would use R3 (right mouse button) alot, much like I do on quest items and NPCs. The reason is that target cycling takes too much time and right clicking clicks the target right in front of me.

I'm not sure what you're suggesting is possible due to target functions being protected and hard if not impossible to tweak. What is the macro you're using?

commented

Hmm that sounds interesting! Gonna try this!

commented

Custom game menu with bindings on mouse over!
image

commented

I find the right column of buttons something near pornographic.
Also i don't really get the purpose of the central controller. It looks super hot but i find it slightly redundant. (There is the controller pane wich not only tells your bindings but also allows to change them.)
I have to say that the way you have to tell the bindings is way more clear than in the controller pane.

Wich need this feature covers?
Is this important enough to be in the game menu?
If you place that feature inside the controller pane, would it cover the same need?

Note that the controller look slightly off centered, moving it some pixels up will help to center the image and help the shadow to not appear from the bottom.

Bonus track: Would you like some hover effects?
highlight

PS: I'm not ansewring yet to the targeting macro comment as i'm testing it more in depth.
Now i'm playing with the "Cancel Target / Then target" macro as "L1+Cross" and the standard swiping targets as "L2+Cross".

Peace

commented

I kind of love what i see, and i agree that is a common console-ish feature.

Suggestions:

  • From the last screenshot you sent, how it would look if you use the round framed buttons like those in the spell book (the small ones)
  • Could the addon read the actual spell inside this binding and tell it on the tooltip?
    Example: Square: action bar button 1 (line break) Heroic strike.
  • you could make the tooltip of each button appear via mouseclick and in the tooltip itself add a button to modify the current bind and raise that awesome binding menu to rebind that specific key.

Bonus track:
If you were able not only to re-bind the key, but also to reassign a spell, that would be awesome, but i wonder you dont have the power to modify the spell location on the action bar at your will.
Note: if seen an addon that suggests spell layouts for each class, and i think it places the spells where it wants.

commented

In console games, it is common to have a clear map of the keybindings, often easily accessible from the game menu. The reason I put it in there is because people requested an "overlay" of the bindings, because you sometimes forget where you put a specific binding. This creates more of a console style game menu. Do you think it would be a good idea to create the bindings panel around the same concept? As in, you click one of the buttons and then you get somewhat of a dropdown in which you can assign stuff?

Edit: Regarding the hover effect, it could be done but I would need shapes for every TYPE of button. It's not super hard to achieve though.

Edit2: Here's what's actually going on, lol.
image

commented
  1. Do you plan putting a visual reference of each button inside those red buttons? You could get a white version of each button without the round gray circle.
    Or you could use gray square buttons matching the gray backrground of the circle buttons artwork, and then place the circle artwork inside the square button. I wish to god you don't think that i am as dumb as i sound writting english lol.
  2. What is better to show: the action bar button assigned, the current spell inside that button, or both?
  3. I suggested this to be able to leave a floating window (popup like) and move the mouse to click an hypothetic "edit binding" button.
commented
  1. This would work for the round buttons, but the option and arrow buttons wouldn't match, shapewise.
  2. Yes, the addon could potentially read the actual spell instead of the button it's assigned to.
  3. Well, no. Not in its current state. Tooltips are a bit tricky, but I could solve it by replacing it with a frame instead.
  4. This is very possible to do, but I'm not sure I want to. At the moment, it's not that hard to reassign spells anyway. You can just pick it up out of the spellbook and place it with the cursor quite easily.
commented

First of all, you do not need to apologize for your English. I understand you just fine, and you have proven many times over that you're not dumb lol.

When it comes to the hover effects, doing something like you did with the mouse over graphic should work great. That way it's portable, I will only need a couple of extra graphics and it will not be "messy".
image
The idea is pretty simple actually. Instead of putting button graphics inside the mouse over frames, I'll just put glow effects in them and overlay them on the big controller graphic.
For example, with the PS controller, I would need ONE glow effect for

  1. Round button
  2. Share/options button
  3. Arrow button (I can just rotate the texture, so only need one)
  4. Shoulder buttons

The problem with showing spells is that you don't know where that binding is from a spell name. On the other hand, it would LOOK much better. Another idea is to include the icon for the spell in the tooltip string (quite easy, actually) which will add the spell icon next to the name of the button holding that spell.

commented

Thoughts?

sample

commented

That looks great! This is my only concern: loading textures is somewhat taxing, but setting their alpha value is not. Is there any way you could make it so that I can fade the glow when you are not hovering the button?

If ita possible, make a plain black version, then a glow for it that I can manipulate and then a separate glow for hover. 3 textures total

commented

Let's see if i get it right:

One texture with the raw icon all black without glow.
One texture with the glow and a hole where the icon lays
One texture with the hovering icon on fire.

commented

Yes!

commented

There you go, hope it fits your needs.
I did it really fast because i had not much time left today.

Tell me if you need something else!

commented

Today i've became a ninja. The greatest ninja in the human history.

I use the Square button a lot, and also this button is used to roll "Need". So imagine that i almost "ninjnaed" the whole run. The funny part also was to explain the reasons of my mistake,

In this case, the feature of blocking panel interaction while in combat did not work a lot.
Also in the event of two panels giving you the chance to interact with them via buttons, there is no way to realize wich panel will be affected once the button is pressed.

Situation:
A roll window appeared for that shiny and awesome sword. But also appeared a completion quest panel. Both having interactions with the circle.
I pressed the circle expecting to interact with the quest panel, but rolled greed on the sword instead.

Dunno how i managed to make the roll panel interact first while the quest panel was the last to appear.

Dunno if i explained myself well.

commented

Hm, are you sure about the combat thing? If the combat did not block it, you should have received a bunch of "Interface action failed because of an addon". Otherwise it's a bug on my part that I missed somehow (even though I was pretty thorough in the implementation). Might it have been you were accidentally needing on stuff when you got out of combat briefly inbetween pulls?

Regarding the roll panel; all poups are prioritized over everything else. The reason is twofold: Popups require "special treatment", and they propagate in the middle of the screen. By special treatment, I mean they have to be securely pressed for certain actions (example: replacing a glyph or a talent) and the way they are handled is a bit different from most frames. Since they require secure handling, they are prioritized over everything else EXCEPT for the normal loot frame (you should be able to loot all the junk and still have a moment to decide on the blues or epics).

I agree that the current way of dealing with several frames is deeply flawed and you really have no idea which one will be receiving input if you don't see a highlight or a tooltip attached to the frame. Having that said, do you think it would be a good idea to fade the frames or do you have another solution that comes to mind?

commented

I did another run to make sure about what happened, and the combat did block the panel.
I think it has more to do with those moments when the combat ends but I keep spamming buttons.

Maybe an option to avoid button interaction on loot screen lke you did with the cameralook feature may come in hady whenever more people comments an issue like that.

regarding the several (i must add that this is an issue that i didn't encounter until today, so maybe is not an issue at all, Also it came with two very different panels in priority as you said)
Question: Apart from the top priority panels like popups, wich behavior has the other windows in interaction? The last you open, the first on interaction? and if you click whatever in another window, this new window will be the one affected by the buttons?
Question: Is it possbile to add a very very subtle glow to the window wich has your focus?

Hope any of these makes sense. My engrish goes psycho at 2:00 am

commented

Basically, any time you open a new frame, it claims focus of your buttons. The popups will always claim your focus, regardless if you open the map or whatever. The other frames just do this whenever they are opened.

I'm not sure how to achieve the glow. I do, however, know how to desaturate stuff:
image
Is this a good approach?

Edit: This works, but after testing it out I found that it's very taxing to consistently desaturate all textures, because it has to be done recursively. I'm going to include it in the next version, but it might not be there to stay.

commented

I think this is a very exceptional issue. At least yesterday was the first time I encountered this little conflict.
Usually i had no problem opening panels, browsing stuff and interacting with buttons.

The only time i got a conflict was when a roll dialog appeared and i wanted to close the quest panel to think deeply on my roll decision.

If you want the next time playing i will focus on browsing stuff, to get a deeper look on this.
Did you encounter an annoinance while browsing stuff?

A couple of ideas:

  • When the thing is between panels (bags, quests, achievements) i would do nothing, (i also believe that not all of them allows to be opened toghether, so you can't have the achievement box open at the same time that the talent window)

But when encountering exceptional situations like the pop ups, then just hide all the suggested buttons of the panels that lay beneath the popup.
That way you will have a visual guide to where the interaction focus is at that moment.

(By suggested button i mean the little circle at the side of a panel button suggesting the key to press)

commented

That is a valid idea. I might try that. Did you try the latest patch with the desaturation?

commented

Nope, not yet. Gonna try to test it before lunch. :)

commented

The mouse look icon is not implemented yet. Just added the graphics.

commented

Ah :) my bad

commented

I'm testing it, to be honest i was expecting stuff to desaturate, and even tho it happened i didn't noticed.

I opened my bags, and then my character tab, The bags desaturated and i did not notice.
Also when clicking back to the bags they didn't turn in color again.

As you said before I agree that this is maybe a too expensive solution for what it solves. Also there are cheaper solutions, isn't it?

Regarding the manual mouslook trigger icon, i don't know how to make it appear. :(

commented

I'm having a hard time reproducing the bug where the desaturation stays on the frame when it shouldn't. I did what you described and the desaturation works as it should for me.

commented

Open character Tab, and then open all bags.
Character tab will become grayed out, and if you interact with it, it wont turn in color again.
If you interact with a single object of your gear, its icon will turn in color.

At least this happens to me

commented

Alright. I'll probably replace this system anyway. I'm going to take about a week's break from coding because I have upcoming exams. Feel free to post more stuff for me to fix.

commented

By replace you mean to not put it in the addon, right?
I wont distract you from what's important, so best of luck for this week. Do your best!
¿Are you studying something related to programming? cause you should!

commented

Yes, I want to keep my addon very light and this functionality uses a lot of memory to track down and modify textures. I'd rather come up with something else that doesn't require manipulating every single piece of a specific frame.

I study computer science, so yes, it's very much related to programming :)

commented

Mini idea (i think it is impossible)

Context: You get a quest and you need to kill 6 young wolves.
Usually, you run over the field clicking and hovering mobs until the tooltip tells you that you found the ones you need.
By default the tooltip is hid while in mouselook mode until you summon the mouse.

Idea:
Imagine that when you target a mob who is requested for a quest you summon the tooltip for a moment and then hide it again.
If the target is not involved in any of your current quests, then don't summon the tooltip (the default behavior)

This way you could run targeting wildly until the tooltip appears and tells you to kills those dudes.

commented

Updated splash:
image
Improved wizard with warnings:
image

commented

I made a few tweaks on the targeting behavior i'd like to share.
The purpose of this mesage is not to suggest any change on the original behavior wich is very good, but to share another point of view.

i'm testing the addon with a monk (melee), and got some problems targeting mobs when things get funny with a lot of chaos on the fight.

So i did the next changes:

  • L1+X: A macro to cancel any current target and target the enemy unit you have right in front of you.
    Problem: When things goes crazy, i've seen myself swipping targets like crazy while the only thing i wanted is to target only the guy i got in fron of me. I received a lot of "out of range" messages because it keeps swipping.

I've lost the abbility to swipe targets to only be able to target the one that is in front of my eyes, (Dunno if i could improve this).

  • L1+L2+Cross: Set Focus
    I use this to set the tank of the run.
  • L2+Cross: Assist Focus
    Here's the thing, sometimes i'm too lazy to think wich mob deserves my love, and if not an exceptional situation when the tank focus on a mob while dps focus on another,
    I first select the tank and set it on focus, and whenever i want i hit this macro to target the same mob he is targeting, while i can still target other mobs with the other combo "L1+Cross"

I'm testing this configuration for a couple of days now, and find it quite agile. I only miss the chance to swipe targets. It would be nice if somehow there was a timer in wich if the button is pressed faster than X ms it only cancels the current target the firt time you smash the button, and the other hits it only swipes targets.

Hope you're dong great with exams!