Custom widget selector UI

Custom widget selector UI

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

Moderator: Moderators

Post Reply
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Custom widget selector UI

Post by Caydr »

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.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Custom widget selector UI

Post by Jazcash »

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.
User avatar
very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Custom widget selector UI

Post by very_bad_soldier »

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...
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Custom widget selector UI

Post by Jazcash »

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...
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 ¬_¬
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Custom widget selector UI

Post by CarRepairer »

Image
Attachments
widget.jpg
(161.03 KiB) Downloaded 3 times
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Custom widget selector UI

Post by Argh »

That's very pretty. Too bad you have to use Chili as a whole package to do that kind of thing.
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Custom widget selector UI

Post by MidKnight »

What's wrong with Chili as a whole package?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Custom widget selector UI

Post by Argh »

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.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Custom widget selector UI

Post by imbaczek »

Car: this needs a 'filter by name' (or by name+description) text box.
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Custom widget selector UI

Post by Tribulex »

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.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: Custom widget selector UI

Post by Caydr »

CarRepairer wrote:Image
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?
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Custom widget selector UI

Post by CarRepairer »

Caydr wrote:Can you link me to this UI's thread?
I'll link you, but I don't think you'll want the whole thing just for the widget selector.

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.
Post Reply

Return to “Lua Scripts”