Object editing widgets
Posted: 07 Oct 2018, 17:00
I started to work with OpenMW-CS and found out that autogenerated widgets are extremely annoying.
Take and NPC editong widget as example.
Here is a screenshot how it looks in Morrowind: Since there is a lot of info here, this widget uses custom layout with tabs and buttons.
This widget is a separate window, so you can open several of them and layout manually (to compare NPCs, for example).
Here is an example about how it looks in OpenMW-CS: This widget is just an autogenerated list of buttons and input fields. To view the whole widget, I'd need to layout my FullHD display vertically.
Two opened widgets will occupy almost the whole screen, what is annoying since we place them as tiles in the main window.
Is there a reason why we use such autogenerated widgets instead if common widgets with layout, created in Qt Designer, for example?
The second thing - is an Objects table. Are you sure that that placing objects of different types in a single table is a good idea? Since objects of different types have only one common field - Id - this table is extremely monstruous (near 90 columns, and most of cells are just empty), and user needs to mess with filters.
Why to do not use per-type tables (as for spells and bodyparts, for example)?
There are at least two possibilities here:
1. Use a single widget and use tabs to switch between tables.
2. Use completely different widgets and add a submenu to World->Objects to open such tables.
Also we have some tables which contain only one column. Is there any purpose for them?
An example if such thing is a Textures table. In theory, to make this table useful we can add some additional info about such textures - location, resolution, file format, etc.
The same thing for another tables under Assets section.
Any suggestions?
Take and NPC editong widget as example.
Here is a screenshot how it looks in Morrowind: Since there is a lot of info here, this widget uses custom layout with tabs and buttons.
This widget is a separate window, so you can open several of them and layout manually (to compare NPCs, for example).
Here is an example about how it looks in OpenMW-CS: This widget is just an autogenerated list of buttons and input fields. To view the whole widget, I'd need to layout my FullHD display vertically.
Two opened widgets will occupy almost the whole screen, what is annoying since we place them as tiles in the main window.
Is there a reason why we use such autogenerated widgets instead if common widgets with layout, created in Qt Designer, for example?
The second thing - is an Objects table. Are you sure that that placing objects of different types in a single table is a good idea? Since objects of different types have only one common field - Id - this table is extremely monstruous (near 90 columns, and most of cells are just empty), and user needs to mess with filters.
Why to do not use per-type tables (as for spells and bodyparts, for example)?
There are at least two possibilities here:
1. Use a single widget and use tabs to switch between tables.
2. Use completely different widgets and add a submenu to World->Objects to open such tables.
Also we have some tables which contain only one column. Is there any purpose for them?
An example if such thing is a Textures table. In theory, to make this table useful we can add some additional info about such textures - location, resolution, file format, etc.
The same thing for another tables under Assets section.
Any suggestions?