When I have linked up a particular widget to an action and I have chosen “All Widgets of the Same Type”, I have a very elegant and straightforward way of interaction with a lot of widgets (of the same type). One of the reasons why Antetype is faster than any other prototyping app out there (by orders of magnitude - I am not exaggerating!).
Here’s the snag: I have been tracking down cases whereby widget actions suddenly break and I have found one major source of conflict:
When you add a widget to an action and set the action to “All Widgets of the Same Type”, the ORIGINAL WIDGET is expected to still be there for this to work. Obviously, there is no way of knowing which particular widget was the one you hooked up in the first place, especially, if you have hundreds of them and there is no way to backtrack to the original from the actions in the Interactions Inspector.
Here’s the scenario: You duplicate a screen with all the widgets you have hooked up to interactions. Then, you delete the widget with the original instance (in this case “Dialog text”) and everything goes south. Why? Because the Interactions inspector cannot find that instance.
This is crazy. It should not be like this. Once I have told an Interaction to use a particular type of widget, it should not matter if the original is still present! The interaction must not break until the last one of the type has been deleted. Then, and only then is it ok for the interaction to break.
I hope this all makes sense!