selector.lua already sorts alphabetically.
Which also means games can create their own order/categories by naming the widgets.
Users can also name their widgets. A crude way solution but it is obscure problem.
Imo any too big effort that goes into making the widget-selector super-userfriendly is wrong: games that want to be user-friendly should not need players to switch scripts on & off.
Instead real options menu should be used, like some games are already trying.
The talk about "chili text box" misses point because it is about the non-chili default selector.lua
However half of players play mods with the old-school selector.lua and basically in those games the F11 menu
is the options menu.
So some small improvements could be worth it but I feel any large changes would be just for the sake of it...
I looked a bit at the selector.lua:
(the two buttons)
Code: Select all
DrawScreen()
gl.Text(tcol .. 'All', minx + 15, miny - 15, fontSize * 1.25, "oc")
gl.Text(tcol .. 'None', maxx - 25, miny - 15, fontSize * 1.25, "oc")
...
MouseClicked (x,y)
if maxx - 50 < x and x < maxx and miny - 20 < y and y < miny then ...
...
if minx < x and x < minx + 30 and miny - 20 < y and y < miny then ....
imo bit choatic and does not look like fun.
Quick experiment with filter:
widget filter.gif
Basically type parts of widget-name and the unwanted widgets get greyed out.
It would be better if those unwanted widgets would be completly removed from list but somehow did not manage that. It broke the scrollbar and I got too annoyed with frickling that.
But think is already bit better.
More innuitive seperation between game / custom widgets could be done like this:
widget game vs custom.png
But the more such stuff is added the more ugly and cluttered it becomes.
A
"Default" button would be good and not much work.
Selector already has those buttons: "All" and "None" to turn on/off all widgets.
However:
I do not know how selector.lua can read the default-states of widgets.
(Basically read the
enabled=true/false from the getInfo() of the widgets.)
Could be added in widgets.lua like this but maybe better way:
Code: Select all
-- create a knownInfo table
knownInfo = {}
knownInfo.desc = widget.whInfo.desc
....
knownInfo.defaultEnabled = widget.whInfo.enabled --ADD THIS
in
https://github.com/spring/spring/blob/d ... s.lua#L438
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