Coder Diary #9 -- Revamped Toolbar
At the bottom of the following screenshot, you will see the new-and-improved, revamped Campaign Series toolbar.

Thanks to Warhorse for the splendid artwork! [&o]
Here's a crib sheet detailing the button functions:
ON_MOVEMODE,
ID_SEPARATOR,
ON_BANZAI,
ON_SMOKE,
ON_STARSHELL,
ID_SEPARATOR,
ON_ARTDIALOG,
ON_AIRATTACK,
ON_RESOLVE,
ID_SEPARATOR,
ON_LOAD,
ON_DIGGINGIN,
ON_DOUBLETIME,
ON_BUYBULLET,
ON_BUYWHEEL,
ID_SEPARATOR,
ON_DISPLAYCOMMAND,
ON_DISPLAYVISIBLE,
ON_DISPLAYRANGE,
ON_DISPLAYMOVABLE,
ON_DISPLAYTHERMO,
ON_DISPLAYBASES,
ON_DISPLAYUNITS,
ON_DISPLAYOBJECT,
ON_DISPLAYCON,
ON_OPTIONSOUTLINE,
ON_DISPLAYFLIP,
ON_DISPLAYJUMP,
ID_SEPARATOR,
ON_HIGHLIGHTAA,
ON_HIGHLIGHTIND,
ON_HIGHLIGHTMINE,
ON_HIGHLIGHTDISRUPT,
ON_HIGHLIGHTFIXED,
ON_HIGHLIGHTMOVED,
ON_HIGHLIGHTFIRED,
ON_HIGHLIGHTNOAMMO,
ON_HIGHLIGHTSPOT,
ON_HIGHLIGHTLEADERS,
ON_HIGHLIGHTHQ,
ON_HIGHLIGHTORG,
ID_SEPARATOR,
ON_ARRIVED,
ON_REMOVE,
ID_SEPARATOR,
ID_SEPARATOR,
ON_CLOCKWISE,
ON_COUNTERCLOCK,
ON_TOTOP,
ON_TOBOTTOM,
ID_SEPARATOR,
ON_PREVSTACK,
ON_NEXTSTACK,
ID_SEPARATOR,
ON_ACTIVATE_AI,
ID_SEPARATOR,
ON_OPTIONSMENU,
ID_SEPARATOR,
ON_TURNNEXT
In the screenshot, you will see the "Highlight Indirect Fire (I)" tooltip next to the depressed ON_HIGHLIGHTIND button. Every toolbar button is similarly tooltipped. And every tooltip shows that button's hot key equivalent (in the case of Highlight Indirect Fire, the 'I' hot key). If each toolbar button image doesn't convey that button's purpose perfectly, you still have the tooltip to tell you what each button signifies. You'll get used to them. No nitpicking, please!
So, for many of the most common game actions, you will have at least two and often three different ways to access those actions:
[*]toolbar
[*]hot key
[*]menu
Everybody plays the game differently. It's important to accommodate all playing styles.
In the end, we decided to retain all traditional buttons, except the one for ON_ZOOMIN. If you want to zoom in or out the map display, or change from 3D to 2D, you can either use the Display menu else the 1-5 keys as before.
We could add still more toolbar buttons, but
[*]The more buttons, the wider the display, and the more likely the toolbar will autowrap (into two or more rows, depending on your screen resolution), which is not aesthetically pleasing.
[*]For some of the more obscure game actions, it's quite difficult to portray those actions in such small icons.
[*]Too many buttons and the toolbar display becomes overwhelming!
Here's another screenshot offering another view of the new toolbar, also a sneak peek at some more recent coder activity:

Having fun with the game's AI. [;)]
Until the next time ...





