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Bug 710620 - Move toolbar buttons into the window
Move toolbar buttons into the window
Status: RESOLVED FIXED
Product: quadrapassel
Classification: Applications
Component: general
git master
Other Linux
: Normal normal
: ---
Assigned To: quadrapassel-maint
quadrapassel-maint
Depends on:
Blocks:
 
 
Reported: 2013-10-22 09:53 UTC by Allan Day
Modified: 2014-01-17 21:17 UTC
See Also:
GNOME target: ---
GNOME version: ---


Attachments
Image Showing the window before the game starts (77.47 KB, image/png)
2014-01-15 21:16 UTC, Mario Wenzel
Details
Image Showing the window while the game runs (14.86 KB, image/png)
2014-01-15 21:16 UTC, Mario Wenzel
Details
Image Showing the window when the game is paused (27.28 KB, image/png)
2014-01-15 21:17 UTC, Mario Wenzel
Details
Image Showing the window when the game is over (36.84 KB, image/png)
2014-01-15 21:17 UTC, Mario Wenzel
Details
updated screenshot (23.00 KB, image/png)
2014-01-17 21:10 UTC, Michael Catanzaro
Details

Description Allan Day 2013-10-22 09:53:15 UTC
Toolbars don't seem like a good fit for games - games don't have "tools";
they're not editors or browsers. It's better to have the game itself towards
the top of the window with any ancillary controls below.

https://raw.github.com/gnome-design-team/gnome-mockups/master/games/quadrapassel/quadrapassel.png

These designs move the current toolbar controls. There's no full screen button, but that could go in the header bar if it's desirable.
Comment 1 Mario Wenzel 2014-01-15 21:15:51 UTC
I've created a multi-functional button that works as pause, unpause and new game. The fullscreen-functionality has been removed.

So the toolbar is gone now.
Comment 2 Mario Wenzel 2014-01-15 21:16:21 UTC
Created attachment 266398 [details]
Image Showing the window before the game starts
Comment 3 Mario Wenzel 2014-01-15 21:16:47 UTC
Created attachment 266399 [details]
Image Showing the window while the game runs
Comment 4 Mario Wenzel 2014-01-15 21:17:12 UTC
Created attachment 266400 [details]
Image Showing the window when the game is paused
Comment 5 Mario Wenzel 2014-01-15 21:17:37 UTC
Created attachment 266402 [details]
Image Showing the window when the game is over
Comment 6 Allan Day 2014-01-17 15:21:21 UTC
This looks great - big improvement! One slight change I'd make - use only symbolic icons, and keep them at 16x16px. The standard icons don't really work with the dark theme, and aren't as clean.
Comment 7 Mario Wenzel 2014-01-17 19:08:42 UTC
Thanks for your feedback. I am not really sure about the icon size though since it is the same size as in tetravex. I will retire the box layout in the following days and use a grid layout fully. Let's see what that brings :)
I will keep you up to date.
Comment 8 Michael Catanzaro 2014-01-17 21:10:35 UTC
Created attachment 266581 [details]
updated screenshot

We've indeed been consistently using GTK_ICON_SIZE_DND for the control buttons in the redesigned games.  I guess we should probably not do that, since they are not drag-n-drop objects, but the size does seem fine to me.  

Here's an updated screenshot with symbolic icons and without the relief on the button, but with the size unchanged, to match Mines and Tetravex. Do you still prefer a smaller icon? If so, should we reduce the size of the icons in those other games as well?
Comment 9 Michael Catanzaro 2014-01-17 21:17:01 UTC
Well I have to take that back: Quadrapassel is using GTK_ICON_SIZE_DIALOG, as are most of the games.  Tetravex is the only one I've found using GTK_ICON_SIZE_DND, which is a bit larger.  (Should we change Tetravex? All of them?)