slothGUI issueshttps://git.hemio.de/purpleSloth/slothGUI/-/issues2018-04-28T00:00:15+02:00https://git.hemio.de/purpleSloth/slothGUI/-/issues/1Tables2018-04-28T00:00:15+02:00Fuchsi*Tables- [ ] UI Element to display simple tables (eg. highscores).
nice to have:
- [ ] scrollable without moving the header line
- [ ] colorable by line, eg. alternating colors
- [ ] optional lines between rows or columns- [ ] UI Element to display simple tables (eg. highscores).
nice to have:
- [ ] scrollable without moving the header line
- [ ] colorable by line, eg. alternating colors
- [ ] optional lines between rows or columnshttps://git.hemio.de/purpleSloth/slothGUI/-/issues/2Tooltips2018-04-28T19:51:43+02:00Fuchsi*Tooltipstooltips
nice to have:
- [ ] toggle-able via some global variable / function
- [ ] box scales according to size demands of entered text
- [ ] offer "OnDisplay" function call to allow dynamic generation of text
- [ ] tooltips for non-ui ...tooltips
nice to have:
- [ ] toggle-able via some global variable / function
- [ ] box scales according to size demands of entered text
- [ ] offer "OnDisplay" function call to allow dynamic generation of text
- [ ] tooltips for non-ui elements of the (possibly 3d) game worldhttps://git.hemio.de/purpleSloth/slothGUI/-/issues/3UI Layout: columns and rows2018-04-28T00:00:16+02:00Fuchsi*UI Layout: columns and rowscolumn and row containers that automatically fill the available space.
e.g. columns span 100% of the height and share the width with the other columns
- [ ] user defined percentages or fixed sizes for every container
- [ ] needs to be vi...column and row containers that automatically fill the available space.
e.g. columns span 100% of the height and share the width with the other columns
- [ ] user defined percentages or fixed sizes for every container
- [ ] needs to be visible also in the editor
nice to have:
- [ ] user-defined minimal width / height. below this the container should scale its contents (eg. two columns of min 500 px width in a window of size 500px should scale their contents down by 50% each)
maybe check out how qt does this and emulate its behaviour?Fuchsi*Fuchsi*https://git.hemio.de/purpleSloth/slothGUI/-/issues/4Input Mapping2018-04-27T02:46:10+02:00Fuchsi*Input Mappingmodule that allows ingame configuration of input mappings.
nice to have:
- [ ] correct default mappings for common controllers
- [ ] ingame display of connected controller
- [ ] saving settings to filemodule that allows ingame configuration of input mappings.
nice to have:
- [ ] correct default mappings for common controllers
- [ ] ingame display of connected controller
- [ ] saving settings to filehttps://git.hemio.de/purpleSloth/slothGUI/-/issues/5Dialog Display2018-04-27T02:53:51+02:00Fuchsi*Dialog Displaydialog display component that can simply be imported to other games
nice to have:
- [ ] support for audio files
- [ ] skippable text
- [ ] scrolling text
- [ ] repeated calls to display should either replace current dialog being display...dialog display component that can simply be imported to other games
nice to have:
- [ ] support for audio files
- [ ] skippable text
- [ ] scrolling text
- [ ] repeated calls to display should either replace current dialog being displayed or wait for it to finishFuchsi*Fuchsi*https://git.hemio.de/purpleSloth/slothGUI/-/issues/6Progress Bars2018-04-27T02:58:23+02:00Fuchsi*Progress Barsso we don't have to use sliders (which are never really empty and never 100% full....)
nice to have:
- [ ] construction from two pictures. one for the background, one for the fill?so we don't have to use sliders (which are never really empty and never 100% full....)
nice to have:
- [ ] construction from two pictures. one for the background, one for the fill?https://git.hemio.de/purpleSloth/slothGUI/-/issues/7Inputmanager2018-05-01T02:50:18+02:00Fuchsi*Inputmanagera more complex inputmanager than what unity has per default.
i.e.: queue of callback functions that may handle input events. return value of these determines if further callbacks are called or not. this allows overlays that capture all ...a more complex inputmanager than what unity has per default.
i.e.: queue of callback functions that may handle input events. return value of these determines if further callbacks are called or not. this allows overlays that capture all (or specific) inputs such that underlying elements never receive them. This is useful to have overlays such as game-over screens that stop player movement, dialogBoxes that capture space presses, input boxes that capture all keyboard events while active etc.
nice to have:
- [X] priority that can be defined on register instead of first-come-first-serve
- [X] ~~ability to register events that always get called independently of what previous InputHandlers said~~ (useless as one can simply use a very high priority or use Input)
- [ ] see how this can be combined with unities drag handlers
- [ ] ability to define callbacks for specific events `InputManager.RegisterOnDoubleClick(this.OnDoubleClick);` or `InputManager.RegisterOnKeyPress("space", this.OnSpacePressed);` ?
what the usage might look like:
~~~~c#
class LogUnhandledInputs : IInputHandler {
private void Start() {
InputManager.Register(this, InputManager.LowestPriority() - 1);
}
// will be executed in the Update() circle of events, not the FixedUpdate!
public bool OnInput(InputEvent e) {
Debug.Log(e);
return true; // tell the controller that we handled the event
}
}
~~~~