OpenXcom Forum

Contributions => Programming => Topic started by: myk002 on April 02, 2014, 01:08:57 am

Title: New feature discussion: inventory templates
Post by: myk002 on April 02, 2014, 01:08:57 am
I love this game (and especially this implementation of it), but one thing that always bugged me was all the clicking I had to do to get my soldiers' inventories set up.  Granted, with the saved equipment layouts in OpenXcom, you only have to do this once per soldier, but the first mission is always a pain, having to click click click to prepare 10 soldiers (or so) for their first battle.

What I thought would be most convenient was to set up one soldier the way I want as a template, then tab through the other soldiers and apply the template, using free items from the ground.  That way my setup before a mission would be:
then just repeat the last two steps for any other soldiers that aren't set up.  The UI might look something like this:
(https://cloud.githubusercontent.com/assets/977482/2606279/22c87a60-bb4e-11e3-8d5c-4cd3569eea56.jpg)

This is pretty simple and easy to use, but is it enough?

Another option would be to have a list of layouts that you can edit, create, individually name, and save.  This is more complex and "busier" on the screen, and may take more clicks to use, but has more functionality.  The UI might look like this:
(https://i.imgur.com/Bekx4q2.png)

A third option would be to keep the inventory screen fairly clean, but have a separate "Layout Manager" screen that you can get to from the inventory screen.  This would have the greatest amount of functionality, but also take the most amount of clicks to use, even for simple things.  It might look like this:
(https://kepfeltoltes.hu/140215/LayMan1_www.kepfeltoltes.hu_.png)(https://kepfeltoltes.hu/140215/LayMan2_www.kepfeltoltes.hu_.png)


So what do you guys think?  Is this a feature that you'd like to see?  How simple/complex should it be?  What do you think your common use cases would be?
Title: Re: New feature discussion: inventory templates
Post by: Solarius Scorch on April 02, 2014, 01:45:06 am
I never felt equipping soldiers was tedious in OpenXCom (in the OG, yes, a little bit). However, your ideas certainly have potential.
Title: Re: New feature discussion: inventory templates
Post by: myk002 on April 02, 2014, 02:50:37 am
I should really give credit where credit is due.  The third option is entirely fenyo1's work, and the second screenshot was put together by SupSuper as an alternate take on option3.  I did option 1, but the icon graphics are by redv.  I'm just trying to get a feel for what the community wants so we know which implementation (if any) to move forward with.
Title: Re: New feature discussion: inventory templates
Post by: hszp on April 02, 2014, 10:26:33 am
I have fenyo's modification (option 3) in my custom build (https://openxcom.org/forum/index.php?topic=1933.0) but I did not make much use of it during actual gameplay, it felt like I would need to learn and practice a radically new way of equipping the soldiers. I would prefer option 2 by just looking at the sketches.
Title: Re: New feature discussion: inventory templates
Post by: redv on April 02, 2014, 11:49:20 am
My vote for first option.

Several improvements.
Place for buttons:
(https://cloud.githubusercontent.com/assets/3616568/2588739/541a44ae-ba40-11e3-9a9c-e45753f569dd.png)

If you hold rifle, then screen will be looks like that:
(https://cloud.githubusercontent.com/assets/3616568/2588745/612c57e0-ba40-11e3-8245-f739145283c6.png)

Buttons:
1. Default template is empty (https://cloud.githubusercontent.com/assets/3616568/2588748/6d68d010-ba40-11e3-8f7f-4857b9132dad.png)
2. Layout stored in the default template (https://cloud.githubusercontent.com/assets/3616568/2588750/72b41b38-ba40-11e3-8ec7-57a9f9bde110.png)
3. Apply empty template (https://cloud.githubusercontent.com/assets/3616568/2588756/7b18abfe-ba40-11e3-805f-6050c2428602.png) (just clears current layout of current soldier)
4. Apply stored layout (https://cloud.githubusercontent.com/assets/3616568/2588760/87d8734c-ba40-11e3-8c1d-bc0442b22528.png)

These buttons should be displayed only before mission, when you equip your soldiers.
Buttons added to attachment.
Title: Re: New feature discussion: inventory templates
Post by: BlackLibrary on April 03, 2014, 06:49:28 am
I love the options...anything that makes it easier, but not complicated.  So options 1 and 2 and variants are good.

Personally, I think I'd also prefer to not have the "names" on their like rifleman, or whatever.  But allowing a custom set of templates to use, or better still, name the templates ourselves is preferred.
Title: Re: New feature discussion: inventory templates
Post by: volutar on April 03, 2014, 06:56:26 am
The only viable in long-term and lying in the "oldschool" concept is having loadout "copy" and "paste" buttons (plus ctrl+c/ctrl+v shortcuts). Anything beyond that is too much.
Title: Re: New feature discussion: inventory templates
Post by: myk002 on April 03, 2014, 09:36:45 am
Personally, I think I'd also prefer to not have the "names" on their like rifleman, or whatever.  But allowing a custom set of templates to use, or better still, name the templates ourselves is preferred.
yeah -- that's the idea of option 2.  it needs a few more buttons to make those options clear, I think, but what you said is what was intended.

The only viable in long-term and lying in the "oldschool" concept is having loadout "copy" and "paste" buttons (plus ctrl+c/ctrl+v shortcuts). Anything beyond that is too much.
ctrl combination hotkeys aren't supported in OpenXcom, but the default shortcuts for option 1 are indeed 'c' and 'v'.  if you'd like to try it out to see if it is really what you'd like to use, the code is complete at https://github.com/myk002/OpenXcom/tree/loadout_copy_paste
Title: Re: New feature discussion: inventory templates
Post by: Fenyő on April 06, 2014, 10:44:02 pm
Guys, let me explain some arguments.

When i first implemented the Layout Manager (which is completely ready for use, only SupSuper has to click for merge, and you can use it), i also had the idea of this:
(https://i.imgur.com/Bekx4q2.png)
But look at this, and think!
How can you type a name for a layout in this version? Where is the Editbox for that?
How can you even create a new layout? Where would you put a new "Create" button?
And how can you erase a Layout if you don't need that anymore?
And if you want to apply a single layout for about 16 soldiers, you have to click to "next soldier button" then Load, then "next soldier button" then Load, and so on. That's too complicated! With Layout manager you just have to click each soldier only, and they are close to each other (I mean the name list).
Oh, and the Layout Manager has a feature: "Newly recruited soldiers" if you want a layout to be automatically applied to every new soldier.

I admit myk002's version is much simpler, but also think about it a little deeper.
If a soldier dies with an only layout, you have to make that Layout again with a new soldier.
And if you use 2 or more Skyrangers on more bases, how can you copy layouts between them?
And with this version you also have to click twice for each soldier! ("next soldier button" then Paste,  then "next soldier button" then Paste, and so on. And these two buttons are not exactly next to each other on the screen)
And what if you don't want to use a Layout for any of your soldiers temporarily? (because there is night now, and you want to use Incendiary bullets for your auto-cannons for this mission only) Then you have to remake that Layout again when you need it again.
Again, you have to click much more with this version.

With a lot of soldiers, you have to click least only with the Layout Manager.

And one more important thing.
As you can see on the above picture of the Layout Manager, there is a place on the screen with "OUTSIDE BRIGHTNESS".
You can see what situation are you getting into by this little feature!
I think this is very useful. You can decide what layout you want to use according to the outside brightness/darkness conditions! (perhaps I will rename it to OUTSIDE DARKNESS to be consistent with the string in New Battle mode)

I have a final argument, which i hope all (or at least the most) people will agree:
Since both my version and myk002's version is complete, i think the best would be to merge both! AND of course have a new option in the Advanced Options, which is: "Inventory Layout Mode" which would have two settings: "Layout Manager" and "Copy/Paste Mode".
Then everybody would be happy, since everyone can choose which version he/she prefers!
I offer that i will implement the Advanced Options chooser, if we come down to that. (so SupSuper only has to click to the Merge buttons (on Github) only, he does not need to implement anything about this :) )

What do you think, guys?
Title: Re: New feature discussion: inventory templates
Post by: Fenyő on April 06, 2014, 10:53:19 pm
Oh, and one more thing about the Layout Manager:
I had an idea which may further reduce the number of clicks:
I could erase those two big-ass buttons up, and only two label would be on their places, and they would be:
"To set the selected layout to a soldier, LEFT-click on that soldier."
and:
"To save the layout of a soldier to the selected layout, RIGHT-click on the soldier."

This way the use of Layout Manager would be much quicker, with much less clicks.

What do you think, guys?
Title: Re: New feature discussion: inventory templates
Post by: Yankes on April 06, 2014, 11:18:13 pm
I doubt that you can add both mods without lot of work.
Is possible that both modes edit same lines of code and resolve same problems using different, incompatible solutions.
I think that both mods should be merged first, all internal mechanic should be same but interface will be different.
Without it maintaining OX code base with this two mods will be nightmare because it will increase work two times (you will need made separate changes for both mods if something change in inventory code).
If this common part will be implement right then you could rewrite half of it without breaking UI. However, if it isnt do in proper way then this will be not different to case of two separate mods.
Title: Re: New feature discussion: inventory templates
Post by: myk002 on April 07, 2014, 12:13:13 am
It really wouldn't be technically difficult to merge the two options.  The code for each implementation is largely self-contained, and the button positions don't even conflict.  The decision is really up to the central devs whether anything is accepted into the codebase.

Another option is to merge options 1 and 3 -- and make them /both/ active.  Their functionality is complementary.  That way both the "simple" workflow is available from the inventory screen itself and more complex workflows (though, as you brought up, complex doesn't always mean more clicks).
Title: Re: New feature discussion: inventory templates
Post by: Fenyő on April 07, 2014, 12:26:10 am
Well, if almost all of the code have to be rewritten to avoid code duplicates by the two features, then i will do that.
I agree, code duplicates have to be avoided.
If it is needed, i can take one of my weekends (or more) to complete this.

myk002: Or we could merge options 1 & 3, and the Advanced Options could have three settings: "Copy/Paste", "Layout Manager", and "BOTH" :D
Title: Re: New feature discussion: inventory templates
Post by: redv on April 07, 2014, 12:29:08 am
Will the save, made with one option work with another option?
Title: Re: New feature discussion: inventory templates
Post by: Fenyő on April 07, 2014, 12:31:35 am
Will the save, made with one option work with another option?
Merging both only have a sense if they work with each other...
So, yes of course they will work. (I guarantee this)
Title: Re: New feature discussion: inventory templates
Post by: myk002 on April 07, 2014, 12:39:21 am
I had an idea which may further reduce the number of clicks:
I could erase those two big-ass buttons up, and only two label would be on their places, and they would be:
"To set the selected layout to a soldier, LEFT-click on that soldier."
and:
"To save the layout of a soldier to the selected layout, RIGHT-click on the soldier."
I had a few thoughts along these lines for option 3 too:
Title: Re: New feature discussion: inventory templates
Post by: Fenyő on April 07, 2014, 01:28:50 am
1. you don't need a rename button.  similar functionality is available elsewhere in the UI (like renaming crafts) simply by clicking on the name.
I thought this before. But consider the following: The player clicks to the editbox, types a name, then clicks to Create. Now he renamed a layout, and created a new one with identical name. But his original intention is to create a new layout with the typed name. Of course he can do that by clicking on the Create FIRST and then typing the name (rename).
But this usage is not self-explanatory, not evident. Most of the people would use it as if it would work like it works now.
And not the place of the Rename button is what we really have to make free for something else.

2. for parity with how other UI screens look (such as the purchase/sell/equipment screens), perhaps remove the top two buttons and replace them with left/right arrow buttons to the left of each soldier name.  this would also enable the left arrow key as a shortcut for saving the soldier's layout to the selected layout name and the right arrow key as a shortcut for applying the selected layout to the soldier.  this would make this screen as keyboard-accessible as option one.  just type down-right-down-right-down-right... to apply a layout to the entire squad instead of option 1's tab-v-tab-v-tab-v...  This is a little different from the idea of using left click to apply and right click to save, but nowhere else in the UI is a right click used for anything but cancel or "take all", and using right click to save might be out of place.
This is a very good idea!!!
Especially for touch screen devices, since they have no "RIGHT-clicks", or right-clicking is not easy on them.
The only problem is that it needs some space in the list for those buttons to fit. We have to make some space for those buttons. We either have to make less space for the layout names, or for the soldier names.
Hmm, I will experiment with this, and i think I'll implement this on next weekend.

3. a limitation of the current screen for option 3 compared to the other two options is that you can't see what the layout includes.  is there any way to show the regular inventory screen as a background image for the layout manager screen that can indicate what the selected layout is?  that may not be possible (or aesthetically pleasing), though.
You're right about this, and i also thought this before. But think about it. There are NAMES for the layouts. You have to know what layout name associated with what layout. The name should be communicative. This way you don't have to actually see the layout itself. But if you want to see it, you can see it by moving back to the Inventory view.
Showing the layout itself in the background may be a good idea, but as you mentioned it may not be so aesthetically pleasing.
Hmm, maybe if the layout itself would only be showed when the player moves the mouse cursor on a specific part of the layout button, maybe half of the layout button. Or a little icon would be next to the layout button, and when the player moves the mouse cursor over it, the game would show that layout, but not as a background, it would show it foreground, with all other buttons/etc temporarily hidden. Only when the mouse cursor is over that little icon next to the layout button.
What do you think?

4. if space becomes tight because of these revisions, create and delete buttons could be replaced with plus and X symbol icons.
This is also a good idea, but not those spaces occupied by those buttons is our real problem now.
Title: Re: New feature discussion: inventory templates
Post by: Mr. Quiet on April 07, 2014, 03:29:35 am
Don't forget to leave some room for the Quickdraw mod, I love using that one too!
Title: Re: New feature discussion: inventory templates
Post by: myk002 on April 07, 2014, 07:17:01 am
I thought this before. But consider the following: The player clicks to the editbox, types a name, then clicks to Create. Now he renamed a layout, and created a new one with identical name. But his original intention is to create a new layout with the typed name. Of course he can do that by clicking on the Create FIRST and then typing the name (rename).
But this usage is not self-explanatory, not evident. Most of the people would use it as if it would work like it works now.
And not the place of the Rename button is what we really have to make free for something else.
Ah, understood.  That does seem simpler than the alternative, which I suppose would be to have textbox edits always be a rename operation while the create button would pop up a dialog asking for the name of the new layout.

There are NAMES for the layouts. You have to know what layout name associated with what layout. The name should be communicative.
While that is true, I can certainly conceive of a situation where a player wonders whether he has upgraded the "Sniper" layout to use alien grenades yet, or whether it still is using the standard grenades.  It may not be that big of a deal..you have to go back to the inventory screen to see that you need to update the layout, but once you do, it will be applied to all soldiers with that layout, right?

On that note, though, how do you indicate that there isn't enough equipment to fully equip all the soldiers with a particular layout when you change that layout?

Hmm, maybe if the layout itself would only be showed when the player moves the mouse cursor on a specific part of the layout button, maybe half of the layout button. Or a little icon would be next to the layout button, and when the player moves the mouse cursor over it, the game would show that layout, but not as a background, it would show it foreground, with all other buttons/etc temporarily hidden. Only when the mouse cursor is over that little icon next to the layout button.
What do you think?
if it is done, +1 for showing in the foreground, either as a dismissable popup or as a hover popup, but either way is somewhat out of place in the xcom ui.  I'd be worried about making the interface (and the code) too complicated.

Don't forget to leave some room for the Quickdraw mod, I love using that one too!
Since both Fenyő's and my code are inventory layout agnostic, quickdraw should work as it always has and be compatible with all options discussed here.
Title: Re: New feature discussion: inventory templates
Post by: myk002 on April 11, 2014, 07:00:11 pm
@SupSuper and @Warboy1982: What do you guys think about the ideas in this thread?  What would you like to see?
Title: Re: New feature discussion: inventory templates
Post by: Fenyő on April 12, 2014, 05:46:24 pm
On that note, though, how do you indicate that there isn't enough equipment to fully equip all the soldiers with a particular layout when you change that layout?
When the layout changes, it reapplies to all soldiers whose have that layout. It applies as much as it can, and if there is not enough, then it reverts to custom layout (but keeps as much close to the layout as possible), and shows an error message.

if it is done, +1 for showing in the foreground, either as a dismissable popup or as a hover popup, but either way is somewhat out of place in the xcom ui.  I'd be worried about making the interface (and the code) too complicated.
Never worry about the code. That's my problem. :)
About the UI: Yeah, it may be "out of place", but OpenXcom already has a lot of UI elements which were not existent in original XCOM. (Comboboxes, Sliders, etc...)
Title: Re: New feature discussion: inventory templates
Post by: Fenyő on April 12, 2014, 05:48:11 pm
@SupSuper and @Warboy1982: What do you guys think about the ideas in this thread?  What would you like to see?
I'm also curious about their opinion. :)
Since all of this depends on them, because they have to merge them.
Title: Re: New feature discussion: inventory templates
Post by: Aldorn on May 09, 2014, 09:00:54 pm
Idea is nice

Beware to make coloring be compliant with other original screens
Title: Re: New feature discussion: inventory templates
Post by: Raidau on May 17, 2014, 03:51:37 pm
So what do you guys think?  Is this a feature that you'd like to see?  How simple/complex should it be?  What do you think your common use cases would be?

Fantastic, this is what i relly would like to see! I hope you will finish and release this mod:)
Title: Re: New feature discussion: inventory templates
Post by: SupSuper on June 21, 2014, 03:50:59 am
By consensus, we have merged option #1 into the nightlies. Feel free to post feedback on the feature here.

Edit: Some comments here: https://github.com/SupSuper/OpenXcom/commit/5e5281930b79a3b8edd1e04a9ba9a9600dea3284#commitcomment-6740011
Title: Re: New feature discussion: inventory templates
Post by: Falko on June 21, 2014, 04:32:38 am
easy solution one caveat i did not understand the icon i needed some try and error until i got it
a arrow to the right for saving and a arrow to the leftfor loading would be clearer .. at least for me
see image
Title: Re: New feature discussion: inventory templates
Post by: niculinux on June 21, 2014, 09:55:02 am
I like the first option, it' s a good compromise and think it may be quite simple to implement :)
Title: Re: New feature discussion: inventory templates
Post by: kkmic on June 23, 2014, 10:42:17 am
This is something that got posted on GitHub by Volutar and me on this feature (they are the comments pointed out by SupSuper in the GitHub link above, but I'm re-posting them here just in case).

Volutar:
Quote
Accidental click without copying will clear loadout, it's not UI-wise. It was never the way copy/paste worked. Common concept is: "If nothing to paste - don't paste at all."

kkmic:
Quote
Also, if there are not enough items on the ground to equip the soldier according to the stored template, none (or only the available ones?) are equipped. There is a message informing you that this event occurred, but you end up with a partial or completely unequipped soldier. I believe that a check with a popup like "Not enough items on the ground, equip only the available ones?" and a list of required and available items should be displayed. Is it possible to have popups in the inventory screen?
Title: Re: New feature discussion: inventory templates
Post by: redv on July 14, 2014, 05:21:42 pm
Compare two these pictures.
I believe, second one looks better.

I think, the button "clear" not needed.
I suggest to clean layout by RBM click on "copy" or "paste" button (both variant will be fine).
Title: Re: New feature discussion: inventory templates
Post by: myk002 on July 14, 2014, 06:33:58 pm
I agree that the ui looks cleaner without the additional button, but the feature is not as discoverable if it's hidden behind a non-standard r-click action.  Another option would have been to make the buttons smaller, but I didn't do that because I was concerned about making them too small to comfortably click on.  Anybody else have thoughts on this?
Title: Re: New feature discussion: inventory templates
Post by: redv on July 14, 2014, 06:48:33 pm
You can use tooltips!

When mouse hover over "copy" button you can write "Left MB - copy; right MB - clear".
When mouse hover over "paste" button you can write "Left MB - paste; right MB - clear".

Something like this :)
Title: Re: New feature discussion: inventory templates
Post by: Falko on July 14, 2014, 06:57:31 pm
i am not sure why/when i need the clear-functionality
i never missed it in using templates
Title: Re: New feature discussion: inventory templates
Post by: myk002 on July 15, 2014, 02:53:13 am
Removing the clear template feature could be an option too.  I tend to use it just to get a nice visual representation of all the equipment in one place: the ground.  then I equip one soldier, create template, and apply across a bunch of them, keeping visual tabs on what remains on the ground.
Title: Re: New feature discussion: inventory templates
Post by: SupSuper on July 15, 2014, 07:23:12 am
It also seems the new buttons cover up the weapon hover text which didn't happen before: https://github.com/SupSuper/OpenXcom/commit/a6145bb9638a354bad0a13dea73325a425287e96#commitcomment-6998860
(https://volutar.eu5.org/screen092.png)
Title: Re: New feature discussion: inventory templates
Post by: myk002 on July 15, 2014, 07:27:48 am
Ugh, I didn't notice that text/button conflict.  I'd be happy with removing the new button and keeping just the hotkey.

edit: pull request submitted: https://github.com/SupSuper/OpenXcom/pull/899
Title: Re: New feature discussion: inventory templates
Post by: SupSuper on July 15, 2014, 09:51:23 pm
Btw, have you got any ideas regarding making the functionality of the buttons clearer? The current icons still seem to cause confusion, I think people expect something styled like Load/Save or Copy/Paste buttons.
Title: Re: New feature discussion: inventory templates
Post by: Falko on July 15, 2014, 10:03:51 pm
something like that ?
Title: Re: New feature discussion: inventory templates
Post by: Aldorn on July 15, 2014, 10:31:20 pm
something like that ?
I would say b1 + b4
Title: Re: New feature discussion: inventory templates
Post by: redv on July 15, 2014, 10:34:25 pm
something like that ?

In floppy disk one corner was cut.
Title: Re: New feature discussion: inventory templates
Post by: Falko on July 15, 2014, 10:38:06 pm
yeah i need 4 images floppy disk with and without template changes b2/b3
and with a floppy just 9 pixel cutting a small corner is not really possible i think
Title: Re: New feature discussion: inventory templates
Post by: redv on July 15, 2014, 11:01:36 pm
and with a floppy just 9 pixel cutting a small corner is not really possible i think

Why not? Easy :)
Title: Re: New feature discussion: inventory templates
Post by: myk002 on July 15, 2014, 11:31:18 pm
re: copy/paste icons vs disk (save) icons, I think the disk icons (as offered above) are a good choice.  I tried making convincing copy/paste icons in the space allocated and was miserably unsucessful.  Of course, most of my icons are miserably unsuccessful, but that is not the point : p
Title: Re: New feature discussion: inventory templates
Post by: redv on July 15, 2014, 11:44:23 pm
Marked floppy:
Title: Re: New feature discussion: inventory templates
Post by: myk002 on July 16, 2014, 01:21:38 am
so how about:
filenamewasbecomes
invcopy.png(https://cloud.githubusercontent.com/assets/3616568/2588748/6d68d010-ba40-11e3-8f7f-4857b9132dad.png)(https://openxcom.org/forum/index.php?action=dlattach;topic=1986.0;attach=9265;image)
invcopy_active.png(https://cloud.githubusercontent.com/assets/3616568/2588750/72b41b38-ba40-11e3-8ec7-57a9f9bde110.png)(https://openxcom.org/forum/index.php?action=dlattach;topic=1986.0;attach=9265;image)
invpaste_empty.png(https://cloud.githubusercontent.com/assets/3616568/2588756/7b18abfe-ba40-11e3-805f-6050c2428602.png)(https://openxcom.org/forum/index.php?action=dlattach;topic=1986.0;attach=9268;image)
invpaste.png(https://cloud.githubusercontent.com/assets/3616568/2588760/87d8734c-ba40-11e3-8c1d-bc0442b22528.png)(https://openxcom.org/forum/index.php?action=dlattach;topic=1986.0;attach=9269;image)

maybe make the disk image part the same in both the copy and paste icons
the copy and copy_active icons could be the same -- what do you think?  do we need to differentiate both the copy and paste icons when there is a template stored or just the paste one?

edit: actually, invpaste_empty should be a greyed out/disabled icon, since it now does nothing when there is no template/an empty template stored (it used to clear the inventory when in that situation, but warboy disabled that behavior because it was confusing and looked like a bug).  clearing the inventory is now done with a hotkey ('x' by default)
Title: Re: New feature discussion: inventory templates
Post by: Falko on July 16, 2014, 02:13:57 am
the icons should be the same not 2 icons with a smaller label area and two with a bigger one
i modelled my icon after the save button seen in many windows programs
redv looks more like a real floppy (label area was bigger)
i think mine is better recognizable but i do not really care either way regardless it should be the same disk"type"
'save into a "loaded" template' should differ from 'save into a "empty" template'
for one easy reason if i click on the button the first time there should be a visible change of state if that is a darkening of the label area or the appearance of a check mark again i dont care
Title: Re: New feature discussion: inventory templates
Post by: myk002 on July 16, 2014, 02:41:15 am
I'll gimp something up based on the icons submitted in this thread (btw you guys are so good at creating icons!  I spent hours on that short-lived clear inventory button icon just trying to get that simple 'x' shape properly anti-aliased, and it still barely looked adequate at the end : p  )

Edit: how about:
filenamewasbecomes
invcopy.png(https://cloud.githubusercontent.com/assets/3616568/2588748/6d68d010-ba40-11e3-8f7f-4857b9132dad.png)(https://github.com/myk002/OpenXcom/raw/fc7794a1be01b96e2b80c0177e0f2ccb3c628d0a/bin/data/Resources/UI/invcopy.png?raw=true)
invcopy_active.png(https://cloud.githubusercontent.com/assets/3616568/2588750/72b41b38-ba40-11e3-8ec7-57a9f9bde110.png)(https://github.com/myk002/OpenXcom/raw/fc7794a1be01b96e2b80c0177e0f2ccb3c628d0a/bin/data/Resources/UI/invcopy_active.png?raw=true)
invpaste_empty.png(https://cloud.githubusercontent.com/assets/3616568/2588756/7b18abfe-ba40-11e3-805f-6050c2428602.png)(https://github.com/myk002/OpenXcom/raw/fc7794a1be01b96e2b80c0177e0f2ccb3c628d0a/bin/data/Resources/UI/invpaste_empty.png?raw=true)
invpaste.png(https://cloud.githubusercontent.com/assets/3616568/2588760/87d8734c-ba40-11e3-8c1d-bc0442b22528.png)(https://github.com/myk002/OpenXcom/raw/fc7794a1be01b96e2b80c0177e0f2ccb3c628d0a/bin/data/Resources/UI/invpaste.png?raw=true)

One other thing - what is best:
1) gray out invpaste_empty.png to indicate that it doesn't do anything
2) hide the button entirely until a template has been created (removes need for invpaste_empty.png)
3) allow applying an empty template to clear the unit's inventory
4) keep it the way it is -- normal-colored invpaste_empty.png (as pictured above), but clicking on it does nothing
Title: Re: New feature discussion: inventory templates
Post by: redv on July 16, 2014, 10:44:51 am
I add a bit contrast to floppy.

I think, instead "invpaste_empty.png" better to use "invpaste_empty2.png", because nothing to load.
Title: Re: New feature discussion: inventory templates
Post by: redv on July 16, 2014, 12:48:36 pm
Better version.
Title: Re: New feature discussion: inventory templates
Post by: myk002 on July 16, 2014, 05:24:53 pm
I think, instead "invpaste_empty.png" better to use "invpaste_empty2.png", because nothing to load.
That looks great -- but is that a vote for option 1, 3, or 4?
Title: Re: New feature discussion: inventory templates
Post by: redv on July 16, 2014, 05:48:39 pm
That looks great -- but is that a vote for option 1, 3, or 4?

I prefer:
1) no
2) no
3) yes
4) no
Title: Re: New feature discussion: inventory templates
Post by: myk002 on July 17, 2014, 06:03:37 am
Cool -- I'll get the icons and behavior changes in place and submit a pull request

edit: submitted https://github.com/SupSuper/OpenXcom/pull/905
Title: Re: New feature discussion: inventory templates
Post by: Aldorn on July 26, 2014, 12:31:03 am
I did not understand you could dynamically change buttons depending on situation

Result is very nice and clear, thanks to people that had this idea, and to the dev team for implementation  :)
Title: Re: New feature discussion: inventory templates
Post by: ivandogovich on October 27, 2014, 02:58:08 pm
So I have been playing 1.0 for quite a while and more recently Shoes' Soldier Diaries .exe based on 1.0.   I have never seen this template feature until watching Xracer's video last night.

Is this only in the nightlies?  or did it make the cut into 1.0?

Cheers, Ivan :D
Title: Re: New feature discussion: inventory templates
Post by: Arthanor on October 27, 2014, 03:55:31 pm
As far as I know, only in the nightly :/ It's a really neat feature.

I have defined soldier roles (scout, sniper, heavy, breacher, support) so I only have to equip 5-6 soldiers and copy the templates instead of going over everyone.

The interface improvements in OpenXCom are really outstanding!