General > User modifications
Lazy battlescape HUD
MCR:
homunculus, I already posted a link, where you can see how you can use the cvarlistener correctly, see above (second link in that post):
http://ufoai.ninex.info/forum/index.php/topic,6398.msg50074.html#msg50074
homunculus:
@MCR: Actually this is the very text I copy pasted from, and replaced with my own variable names.
So, I slowed down a bit, and tried the exact example with the insides of listener confunc replaced with echo, no error message but nothing was echoed.
The game says the update is from Dec 30 and the cvarlistener should be earlier, so I don't have many ideas at the moment.
BTW in the wiki there is such thing as spec about unimplemented but planned cvarfunc that should have done the same thing.
You were right about this thing taking more time than it looked like, I guess I'll get to the cvarlistener thing (or else a workaround) after some time.
At the moment I am doing weapon hands for the n-th time.
With moving panel visual that indicates scroll position: cannot set 'left' as float.
With double bar: the bars updating asynchronously looks wobbly.
With scrollable viewpos like in phone HUD: wheel-scrolling does not update mouse-over unless the mouse is moved (common case is the opposite), and the click seems to happen at the item that had the last mouse-over.
With one node that gets updated from invisible firemode data nodes with one bar as the visual: the scrolling seemed hard to control and the bar hard to read behind the text.
And even a little bit with vscrollbar: such a short scrollbar has the minimum bar size too long to be of any use.
:P 8) :-[ (lots of drama)
And now I finally think I have a good version (people like images, i guess, so i'll post a little image).
A panel with firemodes is shown when the mouse enters the weapon area, and disappears when the mouse leaves the (weapon area + the panel with firemodes).
Could also be used to trigger the classic firemode selection without the extra click, I guess.
I wonder if I should make the firemode selection wheel-scrollable at all, because move-and-click seems more comfy than scroll-and-click.
MCR:
I think the cvarlistener confunc is just allowed to contain two parameters - oldValue of the cvar, and newValue of the cvar - maybe that is the problem, but I am not sure about that.
Again it seems I have to steal ;) some ideas from you - the MiniHUD has already "wheel-intensive" options integrated, but the weapon hand is not finished & final there either...
The only thing I can say about your other troubles is: There are always many roads, which lead to Rome, so if one thing does not work like intended there is another way that does for sure ;)
Other than that: Remember that this game is WIP as is the UI and you might find things that are not intended to work like they do, not only when scripting the UI.
So if you find obvious and reproducable bugs regarding UI script commands, please write a bugreport on our sourceforge tracker and let us know about it so it can be fixed...
Bayo, the master of the UIverse, usually fixes valid reported bugs with it quite quickly...
Bugtracker: http://sourceforge.net/tracker/?group_id=157793&atid=805242
bayo:
--- Quote ---master of the UIverse
--- End quote ---
i would prefer prince of the UIverse; i love Queen, but not He-Man ;)
BTW it sounds like a bug
homunculus:
Trying to place the soldier selection near active soldier, either to the side or at the low edge of the screen below weapons and things, I unfortunately ended up making a few compromises in the intended placements, partially caused by the space reserved by the floor container (invisible in the shot as nothing is currently being d'n'd-d).
As for the looks of it, I think I am starting to like it, and hopefully the buttons might be ok in the grid as there are not too many, but that remains to be seen.
Well, here's something to entertain people a bit with:
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