https://github.com/gajop/IngameLobby/bl ... by.lua#L14
Didn't have the fps one though

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Those pixels are the border of the minimap. It remains visible even when the minimap is "zero-sized." It is just a small unwanted artifact, why manually red-add it when goal was to get rid of the minimap.If in slave mode the pixels could be drawn manually;gl.ConfigMiniMap(0,0,0,0) will work but leave a small group of pixels
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void CMiniMap::Draw()
{
if (!slaveDrawMode) {
...draw stuff here...
}
No: first 2 numbers are coordinates and last 2 numbers are size.Is it basically a configuration that says the minimap appears in the rectangle (0,0), (0,0)?
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int LuaOpenGL::ConfigMiniMap(lua_State* L)
{
... const int px = lua_toint(L, 1);
const int py = lua_toint(L, 2);
const int sx = lua_toint(L, 3);
const int sy = lua_toint(L, 4);
minimap->SetGeometry(px, py, sx, sy);
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void CMiniMap::SetGeometry(int px, int py, int sx, int sy)
{
xpos = px;
ypos = py;
width = sx;
height = sy;
Can even set it to (-1000,-666) but think it will not do much good?It seems one can set it to (-1,-1), (-1, -1)
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CMiniMap::UpdateGeometry() {
...
width = std::max(1, std::min(width, globalRendering->viewSizeX));
height = std::max(1, std::min(height, globalRendering->viewSizeY));
"hideinterface 1" does not "turn off the default GUI", it hides the interface(widget or engine); Because players sometimes like to hide the interface. It's a function that already has a purpose.8611 wrote:How chili hides everything when the default GUI is turned off is imo 'bug/wrong/missing config option' and the other ideas simply seem like workarounds for that.
Some things are not meant to be hideable but that should be decided by the widget, not by the framework...
(What use does it have if user can press F5 in a menu to make all the buttons disappear? So random!)
What else is there? How can one block it being opened? What other commands set user preferences, and how can this be avoided?There is more stuff like "endgraph 0" or the /sharedialog (H) and /quitmenu. (shift ESC)
Think those can not be hidden at all, can only block to open it.
Some commands like "info 0" save settings, that can change preference of user.
Agreed, and actually would be cool to have a simple way (command or Lua function) that turns off (on) all engine UI.Funkencool wrote:this would be better pursued as a request for "engineUI 0" or similar
From what I know; you simply disable the hotkey or "action". Then replace it with your own lua function.gajop wrote:I'd be more interested to hear about this:
What else is there? How can one block it being opened? What other commands set user preferences, and how can this be avoided?
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function widget:Initialize()
local openWidgets = function()
if window.visible then window:Hide() else window:Show() end
end
-- unbind hotkey from default (or other widget?)
Spring.SendCommands('unbindkeyset f11')
-- create an action
widgetHandler.actionHandler:AddAction(widget,'openWidgets', openWidgets, nil, 't')
-- bind action to hotkey
Spring.SendCommands('bind f11 openWidgets')
end
gajop wrote:Agreed, and actually would be cool to have a simple way (command or Lua function) that turns off (on) all engine UI.Funkencool wrote:this would be better pursued as a request for "engineUI 0" or similar
So far that is the only arguement but it is pretty weak and only applies to things like build-menus that one might want to hide for screenshots or videos.Because players sometimes like to hide the interface.
One way to block sharedialog or other menus is by unbinding their hotkeys.I'd be more interested to hear about this:
We obviously disagree here. The below discussion is therefor a moot point.8611 wrote:"hideinterface 1" is already excactly that and has always been used for that.
Hiding the interface for screenshots/videos is important and something we don't want to lose. While this option might be disabled for standalone lobbies (and maybe while in the options dialogue), it shouldn't be disabled for normal gameplay (which is where most of the interface is).8611 wrote:So far that is the only arguement but it is pretty weak and only applies to things like build-menus that one might want to hide for screenshots or videos.
But for normal menus (Options etc) that does not apply because there simply is no use to open a menu and then disable its drawing by pressing a button on keyboard.
It makes no sense to do that or to allow that...
Instead to hide/close a menu the player should use the close-button of the menu.
I'd say everything, or everything except the command interface (thingy that pops up when you press enter and allows you to enter commands).8611 wrote: To put it different:
Which part of the engine's GUI would you NOT like to disable?
Each widget can still decide when to show or hide. A build-menu widget would hide itself if a screenshot is taken.Hiding the interface for screenshots/videos is important and something we don't want to lose. While this option might be disabled for standalone lobbies (and maybe while in the options dialogue), it shouldn't be disabled for normal gameplay (which is where most of the interface is).