Originally, this is what the PUI-based wizard looked like in the pre-Canvas days:
Obviously, this could also be easily re-created using a Canvas based approach instead.
Basically, we would be dealing with a vector of hashes - with each hash representing a single "page" of a wizard, including things like:
- label
- input type (checkbox, text, number etc)
- description/tooltip/help string
- optional validation callback (to validate the input before proceeding to the next page)
A working proof-of-concept using this approach can be seen here (the whole UI being procedurally built from a vector of hashes):
https://wiki.flightgear.org/Howto:Imple ... of_conceptThat way, it would be pretty easy to create a mission generator, that can come up with many different types of missions, simply by exchanging/replacing some variables (type of aircraft, type of airport, weather, mission type, aircraft failures etc)
The same type of wizard-framework could then also be reused for other FlightGear related purposes, for instance, Stuart has been using template-based stubs to pre-create Nasal files for his FG1000 - that sort of thing could also be based on a wizard framework that is UI driven.
Thus, I would suggest to focus on discussing a "wizard framework" for now - we could then use that wizard framework, to create a custom instance of it, specifically for creation missions - and in fact, since we already have the tutorial system, that could become the foundation for such a wizard - e.g. by allowing people to create "tutorials" via such a wizard-based interface, consisting of different pages and options.