Яндекс

Thursday, January 22, 2015

GUI draft

Hello,

According to the “Plan for Project Completion” I started to design plugin's user interface.
I am not a great designer and I don't want to redo GUI layout over and over. Thus, I've made a playable prototype using QT quick. If you have QT installed, you may download prototype sources from my google drive. Unpack, open Test.pro in QT Creator, run. If you don't like my layout, feel free to change it. Any corrections and  suggestions are welcome. I want the GUI to be nice, clean and easy to use.

I still need to learn how to make standalone QT application, so if you don't use QT, let's check screen shots. The GUI consist of three panels: Video settings, Emulation settings and Texture Enhancement (screen shots are clickable):




Texture enhancement panel has three mouse areas which user can click to open system dialog to select particular parameter:



I could add buttons to open the dialogs. It would be more obvious but less elegant.

Screen shots with dialogs opened:




Update:

  • It seems that currently static build of QT does not support QML. I tried hard to make static build of my demo, but failed. Static build of standard QWidget based dialog works fine. So, good bye QML.
  • One of our users, aquatakat, took the sources of my demo and rearranged the layout. The result is very nice: http://imgur.com/a/y9Ol1 I decided to took it as the model for my new QWidget config dialog.
  • I just finished with new GUI layout. I've added all options to the dialog, even the ones which are not implemented yet, like "Anisotropic filtering". Most of tooltips added too. GUI sources are here. Statically linked demo application is here. You can play with controls and see tooltips for them. 
Any corrections and  suggestions are welcome!

30 comments:

  1. I am waiting for the public release.

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  2. Maybe you could add a small hint box which shows a tooltip with informations about the options (what are they for / performance / quality / ....) when you click it.

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  3. @gonetz I think this desisn is fine - it's simple & clear. My recommendation is that for Video Tab you should add default values (e.g. 640 x480 or whatever standard N64 res. is).

    For Emulation and Texture enhancement tabs, - add a tooltip for each option - explaining why and when they should select a checkbox e.g. when should I use "Alternative CRC calculation" ? For what reason? Doing in this way will not only educate your users but it will also cut down on bug reports! Without, those people might blindly select a few options, try to start the emulator, and if it crashes they'll come running to you. Your English is really good - very concise and easy to understand, so I'm sure it will work out well! I also suggest a "Reset to Defaults" button, just in case! If you need any help in this regard let me know I'll be glad to help however I can! -- Max

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    1. Speaking of help: are you experienced with QT? I'm trying to find an example how to use QT Quick for DLL's UI. Basic example how to write
      EXPORT void CALL DllConfig ( HWND hParent )
      {
      ...
      }
      which opens my QML dialog.

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    2. If you wanted to go even further, image previews of the results of each feature would make it even more user-friendly

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    3. This comment has been removed by the author.

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    4. @gonetz - Sadly I dont know anything about it, I'm not a programmer :< - The best I can do is give feedback, help with grammar, and perhaps extend an invite to small private tracker I run for Retro Games only. But do keep freely asking me! I'll be sure to tell you what I can and cannot do (no harm in asking right? ) :)
      --Max

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  4. The "aspec ratio" should be in "video" tab

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  5. Hello Gonetz, could you please post a video of GLideN64 running Shadows of Empire on second stage? I'm curious about how is it, because that game has always been "not right". With Glide64 the ground textures feels choppy while moving and with all other plugins the fog is awful. Thx.

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    Replies
    1. I'm awfully busy with dev stuff right now, sorry.

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    2. You could donate to the Plugin and download the preview version ;)

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    3. Indeed I could donate, but using the preview isn't the same as have the developer looking into it. Most people probably didn't even notice this little bug.
      Gonetz, thanks for the reply and sorry to bother you.
      And about donating... I dont feel right having 3 kids and spending money with my "own toys"
      Thats it :)

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    4. It's ok. Donations are closed anyway.

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    5. Aw man, and I was gonna donate for the preview builds after getting paid. What do I do now?

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  6. PayPal donations are closed. If you can pay with a bank card, I can give you requisites to pay for my Yandex.Money account. Write me by email if you are interested.

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  7. Since about 90% of PCs don't have OpenGL 4.2 (around 45% don't even have 3.x) and thus can't run GlideN64,when can we start seeing progress for the Android version which has more legroom for supported devices?

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    Replies
    1. 10% of PC with OpenGL 4.2 - how much is it? Hundred millions?
      The project does not have a goal to run on every PC. Number of project's supporters is 100+. I'm sure that all of them have proper hardware. Besides,
      OpenGL 4.2 is required only for proper depth compare emulation. Other features work with older GL.

      Regarding android version: I already had working Android build:
      http://gliden64.blogspot.ru/2014/07/android-port.html
      It was GL ES 2 compatible.

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  8. I'm not sure if it's because no-one posts but i cannot view anything on the forums other than late backer. Even though i paid for access.

    Second, and why i need access, i have a bug report when using High-res texture packs, the new plugin does not handle textures the same and there are alignment issues (the main menu of OoT comes to mind) i do not know if this is intended, but it is an effect

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    Replies
    1. You should register on the forum using the same email, which is attached to your PayPal account. This is the only way for us to know that you is you.

      Regarding bug reports: please open new issue on
      https://github.com/gonetz/GLideN64
      and describe your problem in it.

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  9. hello! im a fan of glide64 and been using it for several n64 titles thank you so much for its release! and by work of magic i accidentally came across to this blog and wow! another work of wonder is in progress! *_* if its not too much to ask, how long until its completion? the comparison video is terrific! =)

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    1. I plan to release PC version this spring. Android version will be ready month-two after PC release.

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  10. Will the plugin run starwars rogue sqaudrin if so will it be playable on android the android version is ready

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    1. starwars rogue sqaudrin:
      http://gliden64.blogspot.ru/2014/11/lle-is-here.html

      It will be possible to run on android. It will not be playable though, because high CPU power is required for LLE.

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    2. Even with the most powerful tablet like nvidia shield are sheild portable

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  11. Miss spelled that lol thanks for all the work you have done

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