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Keep Full/Fill Shelf should be simple enough: (Keep full/replace option for employees)
Total shelf space (small/big) / # shelves(/rows/columns if glasses/hats)
Just need to hit it 3 or 4 times (depending on type), and it's nice and neat.
Limiters would be nice, too. Given the varieties, just total space/types to display.
Standard "go nuts" style, DIV/2 (1/2 meet at center), DIV/3 (per-shelf) and DIV/6 (1/2 shelf). Just check the option, and unload away. Filling the glasses and hats displays is awkward with the 5/10/15/ALL system. Divisions/Limiters would make things a little more sensible to work with, especially for the glasses.
Empty Box (As an alternative to ALL):
Should be as simple as a MOD calculation. They calculate the remainder of divisions. I stumbled on this idea while toying with OpenOffice.
MOD(x;y) = z or MOD(x/y) = z
MOD(Total items in inventory / bulk amount) = Amount unloaded onto display/shelf
EX: I have 55x Popcorn, and every bulk order is 35x Popcorn.
So 20x is unloaded, instead of ALL, and 35x should still remain in inventory (Newer box, let's say).
MOD(Total/Bulk) = Unloaded
MOD(55;35) = 20
But wait, what if I have more than 70x units?
MOD should still work. I got the result of 10 units; which should keep us with 2x boxes-worth in supply.
MOD(80;35) = 10
TOTAL = 70 (or 35 x 2)
Or I can just unload 45x, by box-dumping on top of the MOD unload.
IF MOD(X;Y)=0 THEN UnBULK (TOTAL - BULK) //Unload 1x BULK
BULK(Popcorn) = 35
70 - 35 = 35
It shouldn't get too much in the way of standard players (keep it an option: ALL/BOX unloading methods). It's more for immersion reasons, if anything, and isolating supply amounts back to 1x bulk order amount, as a way of maintaining/tracking supply (provided the space available to).