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xconq-7.5.0-1.20050612.5mdv2009.1.i586.rpm

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<TITLE>Hacking Xconq - Types of Windows and Panels</TITLE>
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<H2><A NAME="SEC20" HREF="hacking_toc.html#SEC20">Types of Windows and Panels</A></H2>

<P>
<I>Xconq</I> is best with a window-style interface, either tiled
or overlapping.  Overlapping is more flexible, but also more
complicated for players.
In the following discussion, "window" will refer to a logically
unified part of the display,
which can be either a distinct window or merely a panel
embedded in some larger window.

</P>
<P>
The centerpiece window should be a map display.  This will be the
most-used window, since it will typically display more useful
information than any other window.  This means that it must also exhibit
very good performance.

</P>
<P>
When a game starts up, the map display should be centered on one of the
player's units, preferably one close to the center of all the player's
units.

</P>
<P>
Another recommended window is a list of all the sides and where they
stand in both the current turn and in the game as a whole.  Each side's
entry should include its name, a progress bar or other doneness
indicator, and room for all the scores and scorekeepers that apply to
that side.

</P>
<P>
If possible, you should also implement some kind of "face" or group of
faces/expressions for a side, so get a barbarian's face to repn a side
instead of generic.  Could have interface generate remarks/balloons if
face clicked on, perhaps a reason for feelings, slogan, citation of
agreement or broken agreement, etc.  Need 5 faces for hostile,
unfavorable, neutral, favorable, friendly/trusting.

</P>
<P>
Since the rules for when sides are in or out of a game can be
complicated, it is important to indicate each side's status clearly.
The most important bit is the <I>in</I> or <I>out</I> part.  You should
indicate sides that are out of the game by dimming or graying, and by
removing any indicators of game play, such as the side's progress
display.  Keep in mind that you may need to list the sides before or
after the actual game.

</P>
<P>
To indicate that a side lost, you can draw a line through it.
To indicate that it won, you can draw laurels or other
decoration all around.

</P>
<P>
The action progress bar for each side tells all the players about how
turn is progressing, and should reflect the aggregate of unit states.
Here are some suggested appearances:

</P>

<UL>

<LI>

missing: no units or no ai/no display

<LI>

grayed frame: no acting units

<LI>

empty solid frame: all acted

<LI>

part full, black: partly acted

<LI>

part full, gray: finished turn

</UL>

<P>
Technically, the progress bars for other sides gives away information
about how strong they are and what they're doing.  However, the interface
benefit of players knowing how fast each of them is moving and when the
turn is likely to be over is tremendous.

</P>

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