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Improve admin UI around roles #1702
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This reverts commit 5d4ea01.
Not really yet. I wanted to add a base-text system for that, that supports headings, text and bullet points. But so far, I did not have the time to do any of that. But I'm not a fan of using HTML in the UI, because the rendered text looks completely out of place. Speaking of it, could you show screenshots of what you did? In general your changes sound like a solid idea! I think we already talked about this on discord. For the future: Stuff like this could easily be separated into multiple smaller PRs. But I struggle with that as well, so I get why you did it like this. |
Yeah, the multiple changelog entries tipped me off there, but by that point it was already done. I can pull the overview page and description changes out easily enough if you want.
Nor am I, but the overview doc needs nested lists. I'm sure I could do it in vgui, but I think I'd rather spend the time doing HTML or Markdown to vgui automatically.
Here's the video I recorded the other day of the UI changes without the overview page: https://files.catbox.moe/zn3kqz.mkv (MKV w/ AV1; if browser/media player doesn't work, use mpv) I can take more screenshots later, not super sure when. Only things new from that video are the overview page (looks like the changelog pages) and text changes in the role layering page. |
On a technical side I'm wondering how you did it that some submenus are "pinned", and some are normal menus. Personally I'd have added a new flag to it, something like: CLGAMEMODESUBMENU.pinned = true or function CLGAMEMODESUBMENU:IsPinned()
return true
end |
First of all: amazing work! Especially the terrifically in-depth description for the rolelayering, I appreciate it!
It might be worth to split off the overview page for now. I'm quite worried about how feasible it is to translate this properly I'd also appreciate it if some translators could chime in if my concern is warranted in the first place |
I have 2 arguments for why the current presentation is the correct choice:
Windows 10 is an interesting comparison, but the search bar is on the taskbar, not at the bottom. The taskbar can be placed on any edge of the screen. Plus, the menu is invoked by first selecting the search bar, making it a somewhat different situation to our UI. I will also reference several other applications for placing the search bar above the searched content:
I strongly suspect that, one way or another, placing the search bar above the content it searches is the way to go. There might be something worth doing to highlight more that the items above it aren't searched, though I also think that there's not much point, as even in the worst case, the user tries to search and immediately finds that the items above are not filtered.
It's implemented as a new function on
It would be very possible to also have an |
I understand your point about the search bar position. And I agree with your reasoning. Although I'd like to add that my suggestion to move it to the bottom would apply to all menus in TTT2, not just this single one. I guess it all boils down to the fact that I don't like anything above the search bar. I guess that is the part that annoys me the most. We probably need someone else to chime in on this as well, I don't want to be the only one to comment on this. Maybe I'm the only one with this opinion and your solution is actually better. But with your feedback in mind, I'd chose my design with the searchbar on top, like it has always been. I honestly don't care if the search includes the pinned entries or not, as long as it is clear that these are pinned entries - if this makes sense. We should also keep it in the back of our mind that the same system could probably be applied for the shop settings as well. |
If nobody minds my opinion on this: I like how nike made this. I think putting the searchbar at the bottom is a bad design solution in this case, but that's also just my taste. But: The searchable content should always be the last thing in the overall list. Also, above a searchfield, I would like to see a "split" line, pretty much like this: |
I showed this to a friend who has never used this UI in its current state, and his immediate first assumption given this screenshot was that the pinned items were user-controlled. I think this explains much of my own reservation about the design: Since the "pinned" items are not user controlled (and IMO "pinned" is the wrong term to use for them anyway), it does not make sense to keep them int he visual scope of the search bar. I believe that @NickCloudAT's problem is that the visual scope of the search bar is not clear enough. (I have also shown it to one other person for whom that was the problem.) I'm not super sure how much bikeshedding is worth putting into this bit of the UI anyway, considering it's an admin menu. Even if it isn't immediately clear from just seeing the UI, interacting with it should clear up potential confusions, esp. for the people who will actually be using it. |
I think both top and below pinned is okayish (with a separator). And yes its not worth discussing too much about it. Id say @TimGoll you can just go ahead and select the solution you see for TTT2 as you have he greater vision for our UI and this just needs a decision from someone. Thanks @nike4613 for your efforts and your patience with this discussion! 🫶 |
All role-related logic is moved into the "Roles" admin tab, and the search bar is now sticky-scrolling above searchable submenus. Role layering description improved, and algorithm overview of role distribution added.
I added the algorithm overview as HTML in the language file; is there a better way to have large translatable strings?