zerwiport wrote: Wed Sep 11, 2024 9:17 am
I've just started working on that. My current working status on the photo. What I still don't know how to do is placing blueprints in my quickbar but there is a bonus and you can place custom tools from shortcuts. Before releasing I want to improve it a bit but in the attachment there is the current version. To create new "toolbar" configure mod binding.
09-11-2024, 11-11-45.png
Interesting mod idea. Some feedback:
1. Give this mod a more specific name. "interface-mod" is way too generic.
2. Move the transparency effect to another mod, so everyone can use it optionally based on preference (or make it configurable).
3. I would like to have a snapping function for the windows, so that the toolbars can be easier aligned on pixel-accuracy.
4. If you make a toolbar smaller the items inside get immediately removed. I think it's much better if they are persisted.
5. The smallest toolbar should be 1x1, currently you can do 0x0 which doesn't make much sense.
6. Maybe add another button/shortcut for collapsing/expanding the toolbar header (and/or the toolbar items itself).
I would like to have a global shortcut which locks all toolbars at once and make them as small as possible.
Because after I have placed them, I don't need to modify them so often (reminds me of the windows taskbar...).
7. By removing rows/columns you can get different results, since a row with 0 columns is handled differently than a non-existing row. So at the end you can build something like that (first two rows have only two columns; other rows have seven columns):
- grafik.png (116.51 KiB) Viewed 1970 times
8. I got a crash, but unable to reproduce what I did (maybe it was my fault because I was changing the code and playing around with blueprints...):
Error while running event interface-mod::on_gui_click (ID 1)
Gui element with name empty_6 already present in the parent element.
stack traceback:
[C]: in function '__newindex'
__interface-mod__/model/slot/State.lua:92: in function 'updateName'
__interface-mod__/model/slot/State.lua:51: in function 'create'
__interface-mod__/model/slot/states/Empty.lua:18: in function 'create'
__interface-mod__/model/slot/Slot.lua:20: in function 'create'
__interface-mod__/model/Table.lua:59: in function 'addColumn'
__interface-mod__/model/Toolbar.lua:85: in function 'addColumn'
__interface-mod__/model/Header.lua:57: in function 'execute'
__interface-mod__/model/Header.lua:43: in function 'handle'
__interface-mod__/model/Toolbar.lua:72: in function 'handle'
__interface-mod__/control.lua:14: in function <__interface-mod__/control.lua:11>
9. You can place blueprints from the inventory which is buggy.
It seems blueprints from the library are not well supported in the API, so I would propose to explicitly exclude blueprints to be used.
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