Opened 11 years ago
Closed 10 years ago
#2084 closed defect (fixed)
Command panel buttons overlap when entity can (un)pack and train entities
Reported by: | Doménique | Owned by: | |
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Priority: | Nice to Have | Milestone: | Alpha 17 |
Component: | UI & Simulation | Keywords: | |
Cc: | Patch: |
Description
Any pack command button is laid over the first trainable entity, if an entity can both pack/unpack and train/build other entities. Thus that first, now hidden entity cannot be built, which is a show stopper for #1919.
Worse, when the (un)packable entity is not the first one selected, the Pack buttons are not shown at all (or maybe its panel is hidden below a trainable/buildable buttons panel). Normally it doesn't rear its ugly head, because currently there are no packable units that can also train or build entities. A currently in progress patch (#1919) would enable such capabilities.
Below are some comments by sander17 (copied from #1919):
Some hints on where to find the right pieces of code: in public/gui session/session.xml, the placement of the panels are defined. It's a big file, but a search for "Pack" brings you to the right part. The problem arises because different panels are placed on top of each other, and filled separately.
The filling of a panel with icons (notice that the pack panel may take up to 4 icons) happens in public/gui/session/unit_commands.js.
IMHO, the right panel is for construction, training and researching technologies. Not for unit conversion like packed-unpacked, or gate open-closed. But I believe you'll find a decent way on how to do it.
The wiki also contains some info on the GUI: http://trac.wildfiregames.com/wiki/GUI_-_Scripting_Reference.
Change History (2)
comment:1 by , 10 years ago
Milestone: | Alpha 15 → Backlog |
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comment:2 by , 10 years ago
Milestone: | Backlog → Alpha 17 |
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Resolution: | → fixed |
Status: | new → closed |
Fixed by r15387.