hgm wrote:This duplicates the board, so that it doesn't matter that the dialog covers the original one.
Exactly, that is the point. Since it's a new dialogue, and since it's modal, it will vanish after editing, so it doesn't have to be aligned to the rest of the GUI. It also circumvents the question how to open up another window with a "tool box" so that it doesn't open in an annoying place. Plus that it offers buttons to shift the whole position left, right, up and down, and to mirror it horizontally and vertically. Especially useful for endgames.
From a programming point of view, I guess it's also easier because you keep the actions within the same dialogue window. With a tool box, you'd have to interrelated windows, which is more effort to code, especially when avoiding spaghetti coding. The interaction of this modal with the rest of the program is limited to copying the position there and back. The dialogue is smaller, yes, but since it replicates the board position, it doesn't matter.
I guess the reason why it isn't just as large as the main window is to make it clear on the first sight that this is not the game board. The modal dialogue opens in front of the main window, and since you still see the main window, you know that both are different. Trying to activate the main window while editing in the position dialogue gives the MS-Windows reaction for "no, the foreground dialogue is modal" so that the user knows this dialogue has to be finished first. The MS-Windows reaction at least under Win7 is to make the frame and title bar of the modal dialogue blink several times.
So any dialog can pop up with the current variant in mind, leaving variant switches the exclusive domain of the New Variant dialog.
Makes sense. Especially that the user must have been using that variant dialogue before or else he would not see something other than chess, so the user must know how to do it.
The problem with variants is more that some variants have more pieces than others, and that a dialog like Shredder's don't look so nice anymore in Chu Shogi, where there would be 2 x 36 piece types next to the board.
At least not with two columns, that's right. But two 6x6 fields would work. Remember that we're on desktop, and horizontal space is cheap, especially since 16:9 monitors took over.
But wait a minute here. In the current implementation, this is a GUI, i.e. a
visual interface, where the user shall use mouse gestures that lack any
visual cue, in order to scroll through an
invisible list of 36 (in words: thirty-six) different items?!
The clocks indeed serve no function in Edit Position mode, and the space they take up could thus be repurposed for other functions.
Violates the principle of the least surprise. Of course, at least styling that as buttons would not violate this principle as much as it does now, where text and graphic don't convey the same message. Then again, if you were to opt for some kind of tool box, these buttons would belong there anyway. Or in a dedicated editing modal as with Shredder.