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How to resize and/or move UI elements?


SpazmoJones

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Ok, I'm making some progress with this.

 

I would like to avoid changing the size of the swf file if possible. Instead of changing the Push "text" to Push "htmlText" (which increases the size of the file by 8 bytes), would it work if I found a reference to "htmlText" in another function in this file and used that "pointer" value instead?

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Hey you can ignore that last question. I understand how the string references work now. I added my own "htmlText" string reference to the constant portion at the beginning. To keep things the same size I reduced the size of one of the strings used in a trace command. It's working great so far. I hope to have my new mod out soon. Thanks so much for your help!!!

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OH! That's what this was all about. :wink:

Extremely cool new stuff for my gameplay UI... but, may i suggest another "method" or alternate principle for it?

 

Ideally this feature would be most useful somewhere on each individual Trooper screens when we actually think about the roster extent and then, proceed to click on his/her assignment SPEC Icons-Trios as final decisions.

:D

 

May i also suggest of a way to compress that entire row without losing some clear details?

 

SN: SC: RK: GN: MD: EG: AS: IN: -- or whatever else suits you best, as rather simplistic abbreviations only! This might even mean, the sizing of anything on that key HUD line could grow a bit larger if need be while keeping the default proportion of the XX/YY total field as it once was.

 

( PS... current totals of SHIVs, PFCs -- possible? )

 

The custom colors i can take care of straight from your sturdy PatcherGUI code, it's certainly a nice provisional touch from you.

 

Excellent QOL idea and solid code results, as usual buddy.

Edited by Zyxpsilon
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OH! That's what this was all about. :wink:

Extremely cool new stuff for my gameplay UI... but, may i suggest another "method" or alternate principle for it?

 

Ideally this feature would be most useful somewhere on each individual Trooper screens when we actually think about the roster extent and then, proceed to click on his/her assignment SPEC Icons-Trios as final decisions.

:D

 

May i also suggest of a way to compress that entire row without losing some clear details?

 

SN: SC: RK: GN: MD: EG: AS: IN: -- or whatever else suits you best, as rather simplistic abbreviations only! This might even mean, the sizing of anything on that key HUD line could grow a bit larger if need be while keeping the default proportion of the XX/YY total field as it once was.

 

( PS... current totals of SHIVs, PFCs -- possible? )

 

The custom colors i can take care of straight from your sturdy PatcherGUI code, it's certainly a nice provisional touch from you.

 

Excellent QOL idea and solid code results, as usual buddy.

 

Thanks mate. I'm using localised strings at the moment, thus the rather long names. I'm thinking of changing it so that each class works like the total xx/yy value so that you can see how many of a certain class are ready for action out of the total. If I do that I'll have to abbreviate, or maybe go on 2 lines or something. It's a bit tricky as there are very few local variables available in that function.

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How about using images in place of the class names? You can use HTML <img> tags for that purpose, like so:

<img src='img:///LongWar.ClassIcons.sniper' height='16' width='16'>

Here's the list of available class icon path strings used in Long War:

 

 

LongWar.ClassIcons.super_sniper
LongWar.ClassIcons.super_heavy
LongWar.ClassIcons.super_support
LongWar.ClassIcons.super_assault
LongWar.ClassIcons.mech
LongWar.ClassIcons.sniper
LongWar.ClassIcons.rocketeer
LongWar.ClassIcons.support
LongWar.ClassIcons.assault
LongWar.ClassIcons.scout
LongWar.ClassIcons.heavy
LongWar.ClassIcons.engineer
LongWar.ClassIcons.infantry
LongWar.ClassIcons.sniper_psi
LongWar.ClassIcons.rocketeer_psi
LongWar.ClassIcons.support_psi
LongWar.ClassIcons.assault_psi
LongWar.ClassIcons.scout_psi
LongWar.ClassIcons.heavy_psi
LongWar.ClassIcons.engineer_psi
LongWar.ClassIcons.infantry_psi
LongWar.ClassIcons.sniper_gene
LongWar.ClassIcons.rocketeer_gene
LongWar.ClassIcons.support_gene
LongWar.ClassIcons.assault_gene
LongWar.ClassIcons.scout_gene
LongWar.ClassIcons.heavy_gene
LongWar.ClassIcons.engineer_gene
LongWar.ClassIcons.infantry_gene
LongWar.ClassIcons.sniper_psi_gene
LongWar.ClassIcons.rocketeer_psi_gene
LongWar.ClassIcons.support_psi_gene
LongWar.ClassIcons.assault_psi_gene
LongWar.ClassIcons.scout_psi_gene
LongWar.ClassIcons.heavy_psi_gene
LongWar.ClassIcons.engineer_psi_gene
LongWar.ClassIcons.infantry_psi_gene
LongWar.ClassIcons.sniper_psi_gene
LongWar.ClassIcons.rocketeer_psi_gene
LongWar.ClassIcons.support_psi_gene
LongWar.ClassIcons.assault_psi_gene
LongWar.ClassIcons.scout_psi_gene
LongWar.ClassIcons.heavy_psi_gene
LongWar.ClassIcons.engineer_psi_gene
LongWar.ClassIcons.infantry_psi_gene

 

 

 

This is for example how we got the little interceptor/firestorm icons into the hangar ship list menu. You can also provide images of your own if you put them in a new UPK file and edit a few INI files to make it load in the appropriate places (like the strategy game).

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How about using images in place of the class names? You can use HTML <img> tags for that purpose, like so:

<img src='img:///LongWar.ClassIcons.sniper' height='16' width='16'>

Here's the list of available class icon path strings used in Long War:

 

 

LongWar.ClassIcons.super_sniper
LongWar.ClassIcons.super_heavy
LongWar.ClassIcons.super_support
LongWar.ClassIcons.super_assault
LongWar.ClassIcons.mech
LongWar.ClassIcons.sniper
LongWar.ClassIcons.rocketeer
LongWar.ClassIcons.support
LongWar.ClassIcons.assault
LongWar.ClassIcons.scout
LongWar.ClassIcons.heavy
LongWar.ClassIcons.engineer
LongWar.ClassIcons.infantry
LongWar.ClassIcons.sniper_psi
LongWar.ClassIcons.rocketeer_psi
LongWar.ClassIcons.support_psi
LongWar.ClassIcons.assault_psi
LongWar.ClassIcons.scout_psi
LongWar.ClassIcons.heavy_psi
LongWar.ClassIcons.engineer_psi
LongWar.ClassIcons.infantry_psi
LongWar.ClassIcons.sniper_gene
LongWar.ClassIcons.rocketeer_gene
LongWar.ClassIcons.support_gene
LongWar.ClassIcons.assault_gene
LongWar.ClassIcons.scout_gene
LongWar.ClassIcons.heavy_gene
LongWar.ClassIcons.engineer_gene
LongWar.ClassIcons.infantry_gene
LongWar.ClassIcons.sniper_psi_gene
LongWar.ClassIcons.rocketeer_psi_gene
LongWar.ClassIcons.support_psi_gene
LongWar.ClassIcons.assault_psi_gene
LongWar.ClassIcons.scout_psi_gene
LongWar.ClassIcons.heavy_psi_gene
LongWar.ClassIcons.engineer_psi_gene
LongWar.ClassIcons.infantry_psi_gene
LongWar.ClassIcons.sniper_psi_gene
LongWar.ClassIcons.rocketeer_psi_gene
LongWar.ClassIcons.support_psi_gene
LongWar.ClassIcons.assault_psi_gene
LongWar.ClassIcons.scout_psi_gene
LongWar.ClassIcons.heavy_psi_gene
LongWar.ClassIcons.engineer_psi_gene
LongWar.ClassIcons.infantry_psi_gene

 

 

 

This is for example how we got the little interceptor/firestorm icons into the hangar ship list menu. You can also provide images of your own if you put them in a new UPK file and edit a few INI files to make it load in the appropriate places (like the strategy game).

 

That's awesome! I don't suppose there's a way to color those icons?

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That's awesome! I don't suppose there's a way to color those icons?

I don't think it's possible using HTML as Flash's support for that is rather limited. You could apply some dynamic tinting via ActionScript, but using the current setup you'd tint the text field as a whole, not individual sections of it.

 

A more involved approach would be to do what I did for the soldier stats in the barracks list, i.e. to basically create a bunch of separate icon sprite-and-text field pairs and place them at the top of the screen. This is quite a bit more work than injecting a bit of HTML markup into an existing text field, mind you ;)

 

A more straightforward option would be to simply create your own images and put them in a separate UPK, like I mentioned earlier. Technically you could place them in LongWar.upk if you wanted, but re-distribution of that file would be a concern :)

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Well, for custom Icons Coloring there's always the indirect TexMod solution but that would alter ALL instances of Rank Icons even from the list, cards and tactical bottom-left corners, etc. :wink:

 

Generally, i feel the new version is better.

 

See below for a sample of what the ReCLR mod does to the icons and how it translates for your Summary-Line...

 

http://s10.postimg.org/64i5tp0m1/Spazmo_Roster_Summary_Line.png

 

Kinda cool! :D

 

PS; Found a typo in your code. The Medic font-color field begins with two (#) instead of one. I've corrected it on my version but i dunno if that would affect the other D/L'able files that everyone pulls off the Nexus.

 

PS2; I wonder if that line should (or will) auto-relocate when the basic screen ratio changes. As you know, it can get much wider (promotion tags, augmentation notes, Psi training tags, etc) or even narrowly "cut" the far right side maximum (No medals, early month roster, etc) down by quite a margin.

Edited by Zyxpsilon
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