• 0

    posted a message on AceGUI EditBox Button
    Okay, that makes sense. Thanks for explaining. I guess the design approach I'd take for most configuration UIs would be the "Fill everything out, then confirm your changes with an OK button" approach - more like how web forms work, where there's an explicit submit step and all validation is done at once. Basically, the only implementation change needed would be to store the form's current state as a separate set of variables from the variables that would ultimately be changed when the form is "submitted", so that the user has the ability to cancel their changes without having to manipulate the DB.

    That way, if a UI element loses focus with an incomplete entry, it doesn't necessarily mess up any game functions since the user hasn't confirmed their changes yet. They could restore the focus and finish typing, then confirm.

    Is this technically feasible? The "Okay" button in the editbox is a bit annoying, but I wouldn't call it a showstopper.
    Posted in: Ace3
  • 0

    posted a message on AceGUI EditBox Button
    Let me counter your question with a question: You DON'T have to press Enter to confirm a value in a textbox provided by the default Blizzard UI framework. You can type what you want, click out of the box, and the value stays there. So why, then, does AceConfig complicate the interface to make it less intuitive?

    I can understand having this behavior if the value you type into the box fails validation, but then I'd expect the UI to provide a useful error message. But if there's no validation going on, or if it can automatically fix a problem with what you typed in (like converting to lower-case or rounding to the nearest integer or something like that), then having it *reject* what you typed because you didn't press Enter, without a visual confirmation, is very counter-intuitive.

    Also, why is it such a bad thing to have additional options so that people can more easily customize their UIs? I love how the Ace framework simplifies addon development and provides useful features that are otherwise difficult to implement. But IMHO, "We're not going to consider further improving it" is a poor response to someone requesting a simple change. (If the undocumented feature WORKED and was useful to people, why not document it rather than removing it? Or at least, why not explain why it couldn't stay?)
    Posted in: Ace3
  • 0

    posted a message on AceGUI EditBox Button
    My point is that it's not intuitive. Compared to most other controls, like on webpages and such, having a button appear to confirm an input is distracting and confusing. People are expecting whatever they type to stay in the box, and only revert to what was there before if there's some form of Cancel or Reset button handy. And many people won't realize that they'd have to press Enter - pressing Enter on most dialogs will close them, so people tend to avoid doing that (would rather hit Tab or click out of the textbox).

    I agree with the OP - it would be nice to have the "showbutton" option back so we can selectively turn that functionality on or off.
    Posted in: Ace3
  • 0

    posted a message on AceGUI EditBox Button
    Any chance we can add that back in, then? I've gotten feedback from multiple users of my addon that the "Okay" button is really annoying in the textboxes, partly because people are not at all used to having to explicitly press that button in order to save their changes to the box. So far, I've had to tell them that it's an Ace thing and I can't do anything about it. :/
    Posted in: Ace3
  • 0

    posted a message on AceGUI EditBox Button
    How do I access the config controls in the Bliz Options when I've defined them using an Options table? I want to disable the "Okay" button on several text inputs as well, but it's not clear how to do this.
    Posted in: Ace3
  • 0

    posted a message on How long does an addon take to publish to Curse.com?
    I got a whole flood of subscription-update emails at around 3am this morning (all timestamped about the same time, and I asked for them to be sent real-time as opposed to hourly, daily or weekly), and I see the addon is now up on Curse. So I'm guessing whatever service does the sync to Curse.com might have been down or catching up.

    Anyway, thanks. :) Sorry to be so impatient.
    Posted in: Need Help?
  • 0

    posted a message on How long does an addon take to publish to Curse.com?
    Probably been asked before, but I just created a new addon today (HunterHelper), got the project approved, and later checked in all the files needed via the CurseForge SVN. Near as I can tell, everything is exactly the way it should be, but there's no mention of the addon anywhere on Curse.com .

    The documentation seems to say that addons should be published on Curse.com within about half an hour of approval. Earlier today, I waited for several hours, then eventually deleted the manually-uploaded files in favor of the packaged ones created from the SVN. Still nothing on the main site.

    Am I missing something? Or am I just being too impatient?
    Posted in: Need Help?
  • To post a comment, please or register a new account.