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Create gui/tooltips.lua: show info (f.e. job name) at units and/or mouse cursor #1365
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I am intrigued and delighted : ) |
Let me finish reviewing DFHack/dfhack#4959 so getUnitsInBox no longer returns inactive units |
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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
: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
Outdated
: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 <[email protected]>
Co-authored-by: Myk <[email protected]>
Btw this PR has started some discussion on the Discord server where your input would be valuable: https://discord.com/channels/793331351645323264/807444515194798090/1325754489659195502 |
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My feedback:
- this would be better as a fullscreen overlay that could be toggled via a keybinding bound to
dwarfmode/Default
anddungeonmode/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 Prevent crash if DFHack GUI window is open when exiting fort 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? |
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 |
The script shows some info (currently: name of the job) in tooltips (sort of...) following units and or mouse (see screenshot).