UI Overhaul?
Posted: Wed Apr 11, 2018 7:52 pm
While the UI in itself is simple but working, I'm wondering if it is possible to up the ante a bit on that one. I would volunteer to find out if I can give it a fresh new look... I'm thinking of a more modular UI that can be arranged by the player as he wants. The UI can be switched into and back out of.
I was thinking of something along the lines of i3wm or awesomeWM, a tiling environment. Imagine having Market on the left and Map on the right for a more effective and quick route-planning. Much like in those desktop managers, one could decide in which direction the next tiling happens, on what exactly should appear in that next tiling.
Also I'd like to make it "overlap" the current flight situation. Say, F9 brings up the UI and F9 hides it again - but it appears transparent so that you can still see what's going on in around your ship. Only in Red Alert situations the UI cannot be shown as you need to concentrate on the current alert level situation.
Maybe with this some cool funky effects can happen, like in-flight refit of your ship - as long as you carry other guns in your cargohold or so. But that's really taking it a bit too far now.
I guess what I'm saying is that I'd like to experiment around on new UI ideas and implementations when I have the time.
And for that to happen, I'd very much like pointers to the locations in the source where UI rendering actually takes place. I have experience with OpenGL, 2D in OpenGL and Shaders (oh and Objective-C too), so I guess I'd find my way around. Any pointers would be appreciated.
Coding platform for me would be Windows 10 as of the moment (working on other Windows-bound projects right now).
Thanks for reading.
Fly safe.
I was thinking of something along the lines of i3wm or awesomeWM, a tiling environment. Imagine having Market on the left and Map on the right for a more effective and quick route-planning. Much like in those desktop managers, one could decide in which direction the next tiling happens, on what exactly should appear in that next tiling.
Also I'd like to make it "overlap" the current flight situation. Say, F9 brings up the UI and F9 hides it again - but it appears transparent so that you can still see what's going on in around your ship. Only in Red Alert situations the UI cannot be shown as you need to concentrate on the current alert level situation.
Maybe with this some cool funky effects can happen, like in-flight refit of your ship - as long as you carry other guns in your cargohold or so. But that's really taking it a bit too far now.
I guess what I'm saying is that I'd like to experiment around on new UI ideas and implementations when I have the time.
And for that to happen, I'd very much like pointers to the locations in the source where UI rendering actually takes place. I have experience with OpenGL, 2D in OpenGL and Shaders (oh and Objective-C too), so I guess I'd find my way around. Any pointers would be appreciated.
Coding platform for me would be Windows 10 as of the moment (working on other Windows-bound projects right now).
Thanks for reading.
Fly safe.