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I am intrigued and delighted : ) |
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Let me finish reviewing DFHack/dfhack#4959 so getUnitsInBox no longer returns inactive units |
gui/tooltips.lua
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| -- Show tooltips on units and/or mouse | |||
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| local RELOAD = false -- set to true when actively working on this script | |||
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FYI, devel/clear-script-env has the same effect:
multicmd devel/clear-script-env gui/tooltips; gui/tooltips
docs/gui/tooltips.rst
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| :tags: fort inspection | ||
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| This script shows "tooltips" following units and/or mouse with job names. | ||
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added an **IMPORTANT NOTE** at the beginning of the description text
docs/gui/tooltips.rst
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| :summary: Show tooltips with useful info. | ||
| :tags: fort inspection | ||
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| This script shows "tooltips" following units and/or mouse with job names. |
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needs more description of the two options and their effects.
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added a bit of clarification...
It's kind of hard to describe though
Co-authored-by: Myk <myk.taylor@gmail.com>
Co-authored-by: Myk <myk.taylor@gmail.com>
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Btw this PR has started some discussion on the Discord server where your input would be valuable: https://discord.com/channels/793331351645323264/807444515194798090/1325754489659195502 |
myk002
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My feedback:
- this would be better as a fullscreen overlay that could be toggled via a keybinding bound to
dwarfmode/Defaultanddungeonmode/Default(file). It could also be toggleable fromgui/tooltips(which becomes just the configuration interface instead of the rendering mechanism). I don't want to promote leaving a windowed DFHack tool on the screen indefinitely because of DFHack/dfhack#4183 - the enabled state should be managed by the overlay framework. this means that whether the tooltips are displayed is a per-player global setting. The tooltip behavior/contents configuration would likewise be global, stored in
dfhack-config/tooltips.json
There were some reservations about the name gui/tooltips -- I'll get more feedback from people about that on Discord.
not required for this PR but maybe consider as a future enhancement:
- the configuration for which elements to display could be a matrix of checkboxes so players could choose any combination of information for the tooltip and the mouseover.
is there a CheckBox control, or what should I use for this? |
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There isn't a super convenient widget for that yet, largely because every place I've needed toggle checkboxes so far, they've been in a list (which doesn't take widgets). See |
myk002
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as discussed on Discord, could you rename gui/tooltips to gui/spectate and move the overlay code to plugins/lua/spectate.lua? spectate itself will need a bit of an overhaul. I can do that or you can if you'd like to.
gui/tooltips.lua
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| -- pens are the same as gui/control-panel.lua | ||
| local textures = require('gui.textures') | ||
| local function get_icon_pens() |
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this is ugly duplication, but we don't have a good widget API for it yet, so I don't think there's a better option. We can change this later once we have a better way to address this fairly common use case. I see orders.lua does some similar duplication for the workshop labor restrictions overlay.
yeah, that might be a good idea :) But how? |
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order of rendering in |
I'll try to do that, just can't promise when. |
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I can overhaul |
Also, don't import ResizingPanel separately
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btw, in case anyone is wondering: I haven't forgotten about merging this with |
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no worries! I haven't done my part on edit: |
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some things there might deserve to be moved to some more central location:
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I'll see what I can upstream, then I'll clean things up first upstreamed change: DFHack/dfhack#5296 |







Configuration UI for the spectate plugin