Custom widget selector UI
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Custom widget selector UI
I'd like to implement some kind of widget selector screen. Simple, basically the same as what we've got now, but with better organization of what each widget is for. For instance, UI-enhancing widgets together so that if someone doesn't like weapon ranges, they can disable it without looking through the whole list.
There are also now a TON of passive widgets in AA that are basically invisible most of the time and I'd like to group them together so that if someone, for example, doesn't like the way their camera is acting, they know it's probably part of that list.
Also I'd separate all the ones that are on by default from the ones that are off by default. The ones that are on by default are basically not something I can imagine anyone finding objectionable for any reason. The ones that are off by default are things like automation or user-requested widgets that I imagine most people will mostly want to use only in certain circumstances, if at all. Auto-rotating buildings for example is usually helpful but sometimes makes me build stuff facing away from where the units are going to be headed.
Is there already something fitting this description made? I am much more competent at tweaking existing code than writing from scratch, even for something as relatively simple as this. Ideally it would be standalone from any GUI pack, with no dependencies.
There are also now a TON of passive widgets in AA that are basically invisible most of the time and I'd like to group them together so that if someone, for example, doesn't like the way their camera is acting, they know it's probably part of that list.
Also I'd separate all the ones that are on by default from the ones that are off by default. The ones that are on by default are basically not something I can imagine anyone finding objectionable for any reason. The ones that are off by default are things like automation or user-requested widgets that I imagine most people will mostly want to use only in certain circumstances, if at all. Auto-rotating buildings for example is usually helpful but sometimes makes me build stuff facing away from where the units are going to be headed.
Is there already something fitting this description made? I am much more competent at tweaking existing code than writing from scratch, even for something as relatively simple as this. Ideally it would be standalone from any GUI pack, with no dependencies.
Re: Custom widget selector UI
I think the default widget list should be made like Chili or Ice UI so it categorises each widget into it's "Pre_" tag. A lot of the custom GUI's have a lot to offer and are can be amazingly noob friendly. The problem is that a lot of new players just use what they're given and the default GUI is really fugly tbh.
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: Custom widget selector UI
The problem with the categories imo is that you are searching like crazy when you already know the widget's name. If you want to enable e.g. "Minimap Startboxes" you have at first to know in which category it could be, quite annoying. I was hating the IceUI screen for that...
Re: Custom widget selector UI
Well it's fairly simple that graphical widgets are usually in the GUI section. I can usually find the ones I want quite easily provided they're sort alphabetically which isn't always the case ¬_¬very_bad_soldier wrote:The problem with the categories imo is that you are searching like crazy when you already know the widget's name. If you want to enable e.g. "Minimap Startboxes" you have at first to know in which category it could be, quite annoying. I was hating the IceUI screen for that...
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Custom widget selector UI
That's very pretty. Too bad you have to use Chili as a whole package to do that kind of thing.
Re: Custom widget selector UI
What's wrong with Chili as a whole package?
Re: Custom widget selector UI
Chili's great, and a big improvement over the stock UI, don't get me wrong. Sorry, that wasn't clear.
I'm just whining because I have a very clean static UI at this point, and I can't just use stuff like that from Chili to fill in the gaps.
I'm just whining because I have a very clean static UI at this point, and I can't just use stuff like that from Chili to fill in the gaps.
Re: Custom widget selector UI
Car: this needs a 'filter by name' (or by name+description) text box.
Re: Custom widget selector UI
when i finish gewy ill talk to you argh. You can very easily rewrite your existing ui in gewy with no performance loss (maybe even gain depending on how u wrote update functions), and you can use the same skins that chili has.
Re: Custom widget selector UI
So, as you may have inferred, I'm really quite stupid. I did a search for "chili" and came up with no relevant results and I checked the first couple pages here and came up blank. Can you link me to this UI's thread?
If I wanted to make this UI element separate from Chili UI, it would just be a matter of merging the relevant sections into one lua file, right? Or would that likely cause conflicts with other things, specifically Red UI?
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Custom widget selector UI
I'll link you, but I don't think you'll want the whole thing just for the widget selector.Caydr wrote:Can you link me to this UI's thread?
You'd have to get
The Chiligui widget - http://trac.caspring.org/browser/trunk/ ... iligui.lua
Everything in the chiligui folder - http://trac.caspring.org/browser/trunk/ ... s/chiligui
The widget Crudemenu is what contains this widget selector but also contains a menu - http://trac.caspring.org/browser/trunk/ ... demenu.lua
The config file for Crudemenu - http://trac.caspring.org/browser/trunk/ ... u_conf.lua
And you won't see those cursor tooltips unless you get one of the tooltip widgets also.