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Make items usable via the inventory screen - with menu #1545
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Split off startPackingProgressBar, so both pathways can use same code.
based on code from AGM_Disposable
Sorry for the late reply. I like this alot, although I'm not exactly sure if we want to have another PBO that's required by alot of others. It might be best to split up the inventory changes (size, etc.) from the interaction options and move those into AGM_Interaction. @commy2 @esteldunedain @CorruptedHeart @jodav Thoughts? |
I agree, I think the interaction should become a part of AGM_Interaction, since that is what that is there for. |
I agree. Encapsulation and separation of concerns 👍 |
I think I might be the only one how thinks we don't need this (more work for us and I don't think people will really use it); but if we gonna have it, I vote to integrate it in Interaction. |
Why Interaction? Move it to Core instead. |
On second thought, it might not actually be a bad idea having another PBO, as it's not actually required by the PBOs using it. As long as all those options are all possible using "normal" ways (which they are), this is just "nice to have". So it might be better to have another PBO after all, especially if some people might not like it. |
@commy2 Aren't there some features that don't need Interaction as well? |
Maybe. I don't know any. |
Aircraft, Backblast, Ballistics, CrewInfo, Difficulties, Disposable, Movement, NoRadio, Ragdolls, RealisticNames.....??? |
The resize I know I like, but I do worry about the interaction increasing maintenance complexity down the line. Easy enough to separate the resize from the interaction. But I'm still not sure where parts should go. Switching it to double-click mode in options does a lot to get it out of the way for people who don't want it; But I'm still be leery about making this a required part of AGM.
semi off topic: |
Well I think we should definitely merge the inventory size changes. We can decide later if more interaction options are a good idea maintenance-wise. Could you maybe make another PR with just the UI changes @PabstMirror? I would just call the PBO "AGM_Inventory".
@commy2 ? |
Should be easy to fix. Edit: fixed. |
Moving this to v0.96 for now. |
Based on #1441 by @CorruptedHeart
Makes Inventory Dialog bigger for those using a smaller UI size. (Adds more rows. Text size is unaffected.)
Added a menu when clicking on an item, showing possible actions.
Allows multiple actions to be added to items/magazines/weapons
Can add actions with scripting
E.G.: "Lock Backpack" is from AGM_Backpacks config, Show Radio Info added via script, possibly added via TFR config
As discussed in original pull, this shouldn't be seen as a replacement, but as a different way to access actions. The problem this brings, is it's a 2nd pathway that needs to be considered when modifying something.
E.G.: I want to add repacking, but I had to modify AGM_Repack because it's designed around being accessed in a certain order from the main Interaction Menu.
This is tested, but could be a little rough still.
Right now it show the itemInfo for the 5 assigned items, the player's container lists (uniform, vest, backpack) and the backpack slot. It would be possible to cover every slot, but I don't see the use.
The info box has to be drawn to the right of the player's container lists (the lists seem to draw over everything, even if they're underneath)
Current Actions Added: