An educational personal project aiming to create an inventory management system mock-up similar to a video game inventory. This project attempts to simulate various real-world storage concepts that can be swapped in place.
These Modus classes are currently outdated and nonfunctional within the sylladex system. An update to the relevant code is required in order to allow proper demonstration of the application's modular nature.
!!! this concept should be fleshed out with more specific feature requirements before being implemented !!!
ideally should provide context specific details about a card/item if clicked on, e.g. status of the card, known details, modus-context specific statuses.
this should be implemented in a way that allows behavior to be consistent across all Modus subclasses, but allows the modus to dictate what information may be given
commands are currently displayed in the UI as simple labels within a tab. A recommended feature addition is to have the commands be automatically added or completed when clicked on, allowing the user to finish within the console.
requirements:
the console should reflect the command after being clicked
this should not append the command if a different command or arguments have been already typed out
the implementation must have consideration for how this may interact within a button-based GUI and not just a console-based GUI (keep it open ended)
The current GUI is a text-console based design that requires commands to be typed in, followed by any flags or arguments. This syntax reliant approach was originally chosen to honor the source inspiration of the project. However, with the foundation created by the componentized UI, a button based design can be created that is interoperable with the text-console design and allows for these two GUIs to be swapped on the fly during runtime.
This enhancement would be very much in-line with the modular nature the application is meant to demonstrate.
Initial requirements for this to be achieved
buttons would have to serve the commands as input.
forms may be in place for input control
external classes that may control UI must be either adapted or interfaced to ensure consistent behavior that doesn't require external classes to differentiate.
potentially, the current command framework and item framework may need to be further refined to allow more abstract metadata of currently stored cards, command functionality, and argument requirements in order to have more reactive presentation expression within the UI.