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Feature/scoreboard revamp
Constructs a new scoreboard from the ground up using proper coding patterns, allowing for maximum flexibility and mod capabilities. The goal is to not break Supreme Scoreboard in the process 😄
Closes #3934
Without debug mode enabled:
With debug mode enabled:
It doesn't look like a lot yet, but we're getting there.
Regular mode:
Debug mode:
I know this is still a work in progress, but there's one thing I'd like to point out as it relates to the change on the map size in the score panel.
The current callback to detect size changes will only work after the scoreboard UI has been created, which means that any resizing done prior to that is lost to the scoreboard. Even once the new scoreboard fully replaces the old one (instead of replacing the profiler), the UI will only be created after the ScenarioFramework has initialized the map (i.e. when every map sets the starting area), so it will never catch and update the starting area.
I'm not entirely sure why this wasn't a problem before. In score.lua
we could just pull the last NewPlayableArea out of the Sync table whenever, so the score board just used that. That isn't working here though. It might just go back to working again when score-alt.lua
merges into it, but now that we're doing things properly with a Sync callback, we might as well update that too just to be safe. The new Sync callback system is very lovely by the way.
The problem is that there's nothing in the file that gets called early enough to register the callback in time.
https://github.com/FAForever/fa/pull/3942 gets it working again, but I don't like having to go around the new Sync callback system just put in place.
And when holding shift:
What's that bright blue button xD
@MrRowey insta Ctrl-K feature, I think
If you're talking about '/game/beacons/beacon-quantum-gate_btn_up.dds'
, it looks like Jip is using it as a temporary icon to indicate score.
Working on the behavior of the scoreboard, looking good