Vincent wrote:Finally, the script is launched whenever the addon checkbox is activated in the Addons Visibility box:
Ok, but your shot is what I was afraid of; if one have too much addons the checkboxex won't fit in the screen... (or you have a scrolling bar for this?)
Vincent wrote:ElChristou wrote:One of Chris' plan is to add the possibility to play scripts linked to addons; he was thinking in adding this option in the incoming addon manager UI (next to some info on the addon) when I was asking to have this option directly in the contextual menu of the addon itself. As the work on the unified UI is not for right now, do you think we can experiment with the second option at code level? ideally the script (or scripts) should be declared in the ssc and placed in a script folder next to data, textures and models in the addon directory...
I'm quite sure that this could be done. But personnaly, I'd prefer your first option
for which the script could be used to bring the observer to a specific object, whereas in your second option,
the user must go to the object before launching the script via the contextual menu.
That is precisely Chris argument.
But to explain why I'm proposing the contextual solution we have to talk about how do we want Celestia to be. The topic is long but I guess important.
From what I've exchanged with Chris (quite a while ago) I could see that as a coder he want the one straight logical solution adapted to a professional use. That's mean that you would use Celestia first via it's numerous GUI panels to for example select a script, or select a body or an eclipse etc, then see the result of your query in the OGL window. That is clearly an efficient way to do.
What as an artist (-big word I know, but it's for the idea) I don't like much with this solution is the fact that the OGL windows comes in second rank; to me the actual OGL windows, free from any panels and mostly full screen is what makes Celestia different from any soft out there. If I was in charge my priority would be to preserve this aspect. Of course finding ways to marry both the free full OGL scene with a professional use is more complicated.
Anyway, let's see the reasoning to get a script played on let's say ISS (we consider the user decided to play with ISS before opening Celestia)
Chris' pro UI:
- Open Celestia
- Open an addon manager
- browse to select ISS
- browse a list of actions (scripts/urls, whatever)
- select a script and click on the "play button"
- Celestia will go to ISS and play the script
My non pro UI:
- Open Celestia
- Go to ISS (via enter or browser)
- right click ISS to browse a list of actions (scripts/urls, whatever)
- click on a script
- Celestia play the script
What is the real difference here? I don't see much apart that mine will probably show the desired result faster, but that is not the point.
Now, the real difference between solutions is that with Chris solution, Celestia will present to the user a list of addons available at the opening. The bad thing about that is that eventually the user instead of going to ISS will be tempted by another addon that is not related at all (...imagine a guys @ Nasa playing with Cham's last BH while his boss is waiting for orbital data...
). Ok, eventually you will tell me that this way some more addons related to ISS could be easily triggered (visibility for instance) etc... But in reality, that is another aspect on how to link related addons and of course some contextual solutions also exist!
So as you can see, this is one aspect of the UI. Lot's must be developed and tested. As this stuff is a long topic, eventually if there is an interest we can open a thread in the dev forum...