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Author Topic: Ideas for expanded mouse support  (Read 1058 times)

Calessa Lynn Orphiel

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Ideas for expanded mouse support
« on: September 24, 2008, 01:51:27 am »

I'd like to see more widespread mouse support added to DF, and I've been pondering some uses for it.

I decided to consider the function of the mouse as follows:

LMB = Left Mouse Button -- Interact with object / make selection
RMB = Right Mouse Button -- Spacebar equivalent (usually)
MMB = Middle Mouse Button -- Used for navigation
MWU = Mouse Wheel Up -- Used for navigation
MWD = Mouse Wheel Down -- Used for navigation


Universally, unless otherwise noted

LMB outside of map screen:  Select menu option
MMB:  Center viewport on selected tile
MWU/MWD:  Increase/decrease viewport z-level


During play (unpaused)

LMB:  Interact -- 'v' view unit / 'q' view building or stockpile
Prioritized in that order for instances where a building is in the same tile as a unit
RMB:  Inspect -- 'k' examine tile


Map Views:

'd' -- New behavior

LMB:  Designate tile
Double LMB + drag:  Designate a block
RMB:  Change to space-bar behavior


'q' / 't' / 'v'

LMB:  Select unit/building (map) or select menu option


'i' / 'p'

Double-click + drag defines new zone / stockpile


'k'

LMB: Select tile to view


'x'

LMB:  If unit clicked and unit is part of a squad, select that squad, otherwise find nearest squad
Mouse should be used for designation/removal of patrol points and squad stations when in the respective modes


'b'

When a building is selected: 
The building layout should be centered on the mouse cursor.  Left-clicking confirms the building placement and begins material selection.
For roads, farm plots, and other variable-sized constructions, double-click and dragging should be permitted to define the corners of the plot.  A final left-click places the plot.


List views:

'a' / 'l'

MWU/MWD scrolls list
LMB examine artifact / event [NOTE:  This is for the hopeful future implementation of being able to zoom to event locations.  Storing an x/y/z coordinate at the time the event occurs along with the event would probably be fine.]


'c'

LMB:  Select civ


'h'

Can be pretty much left alone


'j' / 'r' / 'u'

MWU/MWD scrolls list
LMB selects task or action


'm'

This interface will likely be obsolete soon, but I'll list it anyway.
LMB to select unit / action
Possibly LMB drag + drop promotion
At 'w'eapons screen, LMB to select weapon/armor
MWU/MWD to scroll list


'n'

LMB to select unit
LMB on selected unit to view unit profile page


'z'

LMB:  Aside from clicking on top options

Meat/Fish/Plant/Seeds/Drink/Other -- jump to stocks page for each type, if unit count is > 0
Unit type:  Jump to start of 'u'nit list for this unit type, if the unit count is > 0.

Animals/Kitchen/Stone menus: 
MWU/MWD to scroll list
LMB to toggle stone usage / brew / cook / butcher

Stocks page:
MWU/MWD to scroll list
LMB:  Select item
Double LMB:  Expand/contract (like TAB)

Justice page:
MWU/MWD to scroll list
LMB to view unit
« Last Edit: September 24, 2008, 01:53:24 am by Calessa Lynn Orphiel »
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Gorjo MacGrymm

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Re: Ideas for expanded mouse support
« Reply #1 on: December 25, 2008, 10:51:42 pm »

Sorry to bring back an old thread, but I have been thiking about a mouse imporovement also, or maybe better said, a "b+C" construction improvement.

Now, we all know that the mouse can be used during "d" designate screens for easy selecting of objects, (and by we, I mean I played this game for over a year before finding out about it a few weeks ago :P).

My suggestion is to carry this over to the "b+C" construction projects.  Now, I know that Toady One did us all a Major Win by allowing us to mass designate constructions.  But, being the lazy, greedy, gotta have mo'better guy i am, this gets tedious when building mass multi-level buildings (I do it outdoors because above ground forts are my fav).  I can mass designate the ground floor easily, but the upper floor get tricky and obnoxious.  Gotta put up corners walls first cuz dorfs dont build in diagnals, then gotta put the floors here and there in groups of 2x2 thru 5x5 or more, making sure to avoid where I need all those 2/3/4/5/6/+ length walls that I need like, a bazillion of for each floor....you get the picture.  MY SUGGESTION:  Slight change to the "b+C" actions.  After telling it i want walls/floors/etc, I choose material FIRST, then just use the mouse to click wherever i want one.  This solves 2 easy problems for me.  One, the above is much easier to accomplish and two, i wont mass designate any construction that needs more stone than i have.  It simple says "you dont have any more stone" after I have clicked enough constructions to bring my stock count of a certain stone to zero.

This is something that is prolly way out there since it reworks the interface and i know the interface needs revamping and is on the voting block and that Toady has said he would do it "maybe sometime in like...many years from now....after the important stuff is added" and WIN for him cuz that important stuff is why we play the game.  I was just wondering if someone else could pull it off.  I am not code literate (or whatever) to do it myself or I happily would. 

Anyone have any thoughts on this?......err constructive thoughts i mean  :P

Gorjo
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Duke 2.0

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Re: Ideas for expanded mouse support
« Reply #2 on: December 25, 2008, 10:59:52 pm »


 Allow all actions to be mapped.
 Allow actions to be mapped to the mouse, although I don't know if this would be difficult. I know dozens of different mouse configurations that might need to be supported.

 Although the more common Logitech models would be nice.  ;)
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darius

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Re: Ideas for expanded mouse support
« Reply #3 on: March 31, 2010, 03:43:11 pm »

*Bumping and necromancing because it's very relevant to new 40DXX versions*
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NW_Kohaku

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Re: Ideas for expanded mouse support
« Reply #4 on: April 01, 2010, 12:23:10 am »

... I don't know, I'm kind of happy with an all-keyboard interface, to be honest. 

I mean, I have no reason to argue against this, since keyboard controls will still exist, but, I don't really see a reason to push for this.
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