I am (ab)using a flow to position a GUI in the bottom-right of the screen. I need this GUI to have a dynamic height, so what I ended up doing was putting it in a flow with a pusher above it, then setting the height of that flow to the height of the screen:
It works remarkably well! ...Except for one problem: the flow blocks everything behind it from being clicked. It makes it impossible to use the top menu and click any entities in this portion of the screen.
So I would love a way to define ignored_by_interaction on the flow specifically, without setting it on the children as well - I need the GUI within the flow to be intractable.
Thank you!
Set ignored_by_interaction without setting it on children
Set ignored_by_interaction without setting it on children
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Re: Set ignored_by_interaction without setting it on children
Why can't you just use LuaGuiElement.location?
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Re: Set ignored_by_interaction without setting it on children
I am using it for the X position. I can't use it for the Y position unless I hardcode the height of the GUI, which won't play well with how this GUI is going to work. It needs to dynamically stretch up and down based on its content.
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Re: Set ignored_by_interaction without setting it on children
What happens if you set the flow's width to zero and then apply negative left margin to the frame itself?
Re: Set ignored_by_interaction without setting it on children
I would also like to see this. Right now nesting interactive elements with any control over their alignment is practically impossible.
Re: Set ignored_by_interaction without setting it on children
There is a blatant example of this already existing in the game engine: the entity windows that have the little circuit/logistics windows attached to them. All these windows are collectively in a single frame that's ignored by interactions, though obviously the windows themselves aren't.
Please expose this capability to mods.
Please expose this capability to mods.
Re: Set ignored_by_interaction without setting it on children
This is done with frames having a special bit of logic that says "I am transparent, don't interact with me" if the style type is "none". It has nothing to do with the "ignored_by_interaction" part and can also be used by mods. Simply make a frame with the base graphics set type of "none" (aka don't define it) and it will be transparent/not interactable but content in the frame is interactable.curiosity wrote: Thu Jun 13, 2024 1:36 pm There is a blatant example of this already existing in the game engine: the entity windows that have the little circuit/logistics windows attached to them. All these windows are collectively in a single frame that's ignored by interactions, though obviously the windows themselves aren't.
Please expose this capability to mods.
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Re: Set ignored_by_interaction without setting it on children
Also seems to be the case with flows. Any other elements with this behavior?Rseding91 wrote: Thu Jun 13, 2024 6:10 pm This is done with frames having a special bit of logic that says "I am transparent, don't interact with me" if the style type is "none". It has nothing to do with the "ignored_by_interaction" part and can also be used by mods. Simply make a frame with the base graphics set type of "none" (aka don't define it) and it will be transparent/not interactable but content in the frame is interactable.
But then does this request predate this behavior? Or why else would the OP have a problem when his flows don't have graphics?