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`gui/probe` candidate
I tempted some vengeful deity by mentioning work downtime and got swamped this week. This creates a tool that will run probe on the position of the mouse and show it in a window in the right corner of the screen. Left click locks on a tile.
I chose the same window that gui/design
uses, it feels comfortable there. I'm not sure about pausing the game, maybe someone could be trying to check something changing in realtime?
I should probably let the map movement keys go through, someone might be trying to check something on multiple z-levels.
Probe spits out a lot of lines, which is fine because the widgets have auto scrollbar feature for big elements. Sadly, updating the frame resets the scrolling position. So every time I move the mouse to check another tile it will snap back to the top and I have to scroll down again to see the light tags and such.
Outside of ASCII mode it is actually kind of difficult to discern where a tile ends and another begins sometimes, definitely add a transparent or blinking cursor to help pinpoint which tile is being probed, specially if locked on a tile.
It works fine as is, but I'll keep committing to this while the PR is open.
Outside of ASCII mode it is actually kind of difficult to discern where a tile ends and another begins sometimes, definitely add a transparent or blinking cursor to help pinpoint which tile is being probed, specially if locked on a tile.
See gui/quickfort
for a blue marker that indicates the hovered tile. Alternately, you could choose a boundary-with-center-dot cursor like gui/pathable
gui/quickfort
and gui/pathable
do it via C++, right? I was trying to avoid it, so I used the map overlay thing gui/design
uses.
gui/quickfort
andgui/pathable
do it via C++, right? I was trying to avoid it, so I used the map overlay thinggui/design
uses.
gui/pathable
does it with C++, but gui/blueprint
and gui/quickfort
do it in pure Lua. I was just mentioning gui/pathable
for its choice of tile highlight cursor, which you can just as easily use from Lua.
gui/quickfort
indeed does the exact blink behavior I wished for in lua, I have no idea how I missed it. I think I looked a gui/pathable
and stopped searching? Anyways, It looks great!