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MM's symbol font for some map indicators #5441

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merged 5 commits into from
May 3, 2024

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SJuliez
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@SJuliez SJuliez commented May 1, 2024

I noticed that on my selected move font the symbols for CF warning and flight path indicators were tofu and I couldnt find any font they worked with except the java logical serif. So this PR changes the symbols to some of the symbol font that is part of MM. This way they'll work for everyone and are independent from the move font. Additionally StringDrawer is upgraded to allow absolute Y centering without regard for ascent/descent which performs better for this use case (single symbols).
For the flight path symbols I thought I'd use arrows that are slightly more self-explanatory. Also the symbols are larger and less transparent so they show up well over complicated terrain or when zoomed out.

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@SJuliez SJuliez requested a review from HoneySkull May 1, 2024 21:15
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I kind of wondered if changing the font for the movement text would impact the special characters. But when I did my testing, changing the font didn't seem to change my rendering for these indicators.

At first glance the arrows appear visually noisy, but then again, I've been staring at the dots for a few months now. (When I originally had this idea my thought was to use arrows, but used directionally neutral circles to prototype to see how it worked and found that it felt clean ((but less intuitive))).

@HammerGS
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HammerGS commented May 2, 2024

Just my opinion, but I really like the arrows. I feel it makes it clear you can do something. Building of the coloring in the original.

@HoneySkull
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HoneySkull commented May 2, 2024

Maybe render the flag always pointing north.
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[Edit]
Actually, the flag might be okay. I can get used to it after playing with it for a while.

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I like the grey arrow for flying off the map - but can we render the excess movement always facing north so it's more readable?

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I initially made the no-turn (red open circles) hollow so that it was easily discernable from the green for red/green color deficiency. I think this work, because there will never be a green single arrow.

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I like the StringDrawer improvements. :)

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gsparks3 commented May 2, 2024

I initially made the no-turn (red open circles) hollow so that it was easily discernable from the green for red/green color deficiency. I think this work, because there will never be a green single arrow.

Is there any marker that could be added to distinguish "powered turn" vs "free turn" as well? Just got confirmation from a friend with such issues that the yellow and green remain hard to distinguish. Not sure what would fit without cluttering things up too much / being intuitively understandable, though (the arrows are absolutely perfect for "can turn" vs "can't turn").

For the final-position flag and excess movement text, I'd agree with having them both rendered so they always face north if possible (especially the latter, for obvious reasons).

@SJuliez
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SJuliez commented May 2, 2024

OK appreciate the comments.

  • Thought it cluttersome too. I have a new proposal
  • Not rotating flag: Absolutely
  • The fly-off arrow being gray was not intentional, forgot to add the color. It is always green (I think it was that way before)
  • There are the Warning Color and Caution Color options in the client settings. I added an "OK Color" and made use of these colors. So, players should now be able to change the colors to those with enough contrast (see screenshots) if green/yellow/red doesn't work
  • The lone arrow is no longer reserved for "must go straight". I think this is better and the color config should make it work.

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An example where it may immediately turn:
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Seems to work in space:
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gsparks3 commented May 2, 2024

Hmm. Technically I think the "free turn" indicator shouldn't show up at all in space, since you don't get free turns, but otherwise that looks great!

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@SJuliez Thank you for taking such great care of my baby! You've turned my very cool feature into an even cooler feature. Great work! I can't wait for people to love this!

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SJuliez commented May 3, 2024

The dueFreeTurn() method did not consider if the unit is in space, this is done outside that method for path finding, but not for the flight path indicators. I couldnt see a reason why a unit in space should ever report that it could have a free turn and added that restriction. Seemed to work fine and now it doesnt show a free turn indicator in space.

@SJuliez SJuliez merged commit 3b82399 into MegaMek:master May 3, 2024
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@SJuliez SJuliez deleted the symbol-font-indicators branch May 10, 2024 13:30
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4 participants