View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005852 | The Dark Mod | GUI | public | 22.12.2021 12:29 | 02.01.2023 19:07 |
Reporter | stgatilov | Assigned To | stgatilov | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.10 | ||||
Target Version | TDM 2.11 | Fixed in Version | TDM 2.11 | ||
Summary | 0005852: Refactor objectives GUI and fix checkboxes in restart GUI | ||||
Description | One of the problem after 0005323 is that when mission is failed, objective checkboxes are all empty. It would be great if they actually get some data depending on results. As far as I remember, I did not do that because I thought I should refactor objectives code first. The goal of refactoring is to have single file which defines objectives in: 1) in-game menu \ objectives 2) objectives overlay during gameplay 3) mission failed screen 3) UPDATE: adjusting GUI size in settings | ||||
Tags | No tags attached. | ||||
related to | 0005323 | resolved | stgatilov | Improve menu GUI and remove unexpected overrides of menu GUI files |
related to | 0005869 | resolved | stgatilov | Better diagnostic for syntax errors in GUI code |
related to | 0006026 | resolved | stgatilov | Wrong order of evaluation in expressions |
related to | 0006028 | resolved | stgatilov | GUI: support expressions on right side of Set command |
related to | 0003565 | assigned | stgatilov | Have scroll keys page through the Objectives |
Implemented: r10054 Change the way SDK fills GUI vars with objectives data. r10055 Removed "objK_visible" gui vars, they are no longer used. r16579 Completely reimplemented all 5 GUI screens with list of objectives. r16580 Bump maximum number of visible objectives to 30, clear scrolling when opening objectives freshly. I had to basically delete everything and impement plug-and-play objectives code myself. I greatly reduced dependency on SDK by using new feature of 0006026. Now arrows are fully controlled by GUI code (visibility and scrolling), and objectives visibility too. The only think I did not refactor is that filling checkboxes needs event from SDK. Perhaps I should allow generating named events straight in GUI scripts?... The issue that checkboxes were always empty in failure screen is fixed now. |
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Date Modified | Username | Field | Change |
---|---|---|---|
22.12.2021 12:29 | stgatilov | New Issue | |
22.12.2021 12:29 | stgatilov | Status | new => assigned |
22.12.2021 12:29 | stgatilov | Assigned To | => stgatilov |
22.12.2021 12:29 | stgatilov | Relationship added | related to 0005323 |
18.07.2022 19:19 | stgatilov | Relationship added | related to 0005869 |
27.07.2022 20:46 | stgatilov | Relationship added | related to 0006026 |
30.07.2022 11:41 | stgatilov | Relationship added | related to 0006028 |
30.07.2022 18:04 | stgatilov | Note Added: 0015094 | |
30.07.2022 18:04 | stgatilov | Description Updated | |
30.07.2022 18:05 | stgatilov | Status | assigned => resolved |
30.07.2022 18:05 | stgatilov | Resolution | open => fixed |
30.07.2022 18:05 | stgatilov | Fixed in Version | => TDM 2.11 |
02.01.2023 19:07 | nbohr1more | Relationship added | related to 0003565 |