It always seems easier to me to decide on an ambitious final goal and plan baby steps toward it, than to expand things built on humble goals.Row wrote:I think it should be just above the icons, and bigger than those. As big as a picture in this thread is good. Or, the size of standard square (such as the PC icon, or a skill icon)
On click, it should behave as it does in the Minimalist UI. It can as well do nothing (just display tooltip on mouse over)
So far there isn't any addon using the unused area above the bottom left mini-icons, so I wouldn't bother. And I think fixed size is fine, there will always be enough room.
Okay, I'll maybe get a version of it running for Classic soon. Maybe not the ideal version, but the Classic players can always give me more feedback.
Didn't I put default placement there? If not, it was one of the places I considered. Now I'll have to delete my settings and find out where defaults arejotwebe wrote:I realize this isn't classic, but here's where I like to put it:

Heh, that white circle was mostly just because I didn't want somebody to mouseover a target at the wrong time and decide mouseover didn't workI really like the white circle idea by the way. And while doing something similar for the mouse-overed enemy is problematic due to differing speeds, how about:

I'm concerned about making it more confusing. Different behavior based on distance to mouseover target would probably do that. v1 actually showed more info than v2, but I decided that it was too confusing. You can probably still download v1.01 to see what that was like.
Still, I might make a verbose version (v1.0.0 showed a full clock for you and your mouseover target), with configuration options from the main game menu. It sounds like the info you're after is, "how many actions of type x can the target take during one of my actions?" Is that accurate? Because the marker for time of action doesn't show you how long the enemy takes to act, just when they're going to act. I want to approach that problem in as general a way as possible. Not just for most players, but for future compatibility (new classes, new modules, other addons, etc).
What if I just allowed full display of mouseover target speeds with a configuration option? It would display your clock, make a small offset (ten pixels maybe, scaled to your scale, not much) and then draw a clock for the target on top of your clock. (No extra clock texture, of course.) That way, you'd see the target's move speed the way you see your own, and you could probably just eyeball it: "Well, the wolf's move arc looks less than half as long as my move arc, so I guess I'd best stand and fight." There'd still be some surprises when stuns expired during your action, or similar things happened. Would that give you the kind of information you wanted?
I haven't paid much attention to talent cooldowns. Are they cooling down on turn rollover, or relative to when they were triggered? If the latter, I'll certainly add that to the to-do list. (I probably won't alter the icons themselves-- my plan for effects was to add a mouseover marker to indicate cooldown tick, same as I've got for moused over mobs. That's primarily for ease of coding, and keeping everything nicely modular, nicely constrained to one obvious thing the add-on is affecting, but also I'm a little worried about out-of-control growth of the procedural graphics I use in this add-on. In hindsight-- after discovering that there is, indeed, a glRotate()-- those aren't even necessary, but I probably won't ever get around to making the graphics work The Right Way. Even done the right way, we're talking about a lot of trigonometry. I haven't noticed it affect performance on my computer, but it is something I keep in the back of my mind. edit before posting: which made me go read about Lua trig, and it doesn't sound any more expensive than C trig. So my only excuse is lazinessjenx wrote:SyWhat about also adding dynamically symbols or colouring to talent icons, to indicate those that take less than full turn?
