- Joined
- Jan 12, 2004
- Messages
- 1,316
try the attached beta (code should create buttons for mods too, untested) - I don't like it, too crowdedDon't give up though -- there *IS* an extremely cool response to that tricky problem. I'll create an example structural design in a picture later to reveal how it would show on screen. Let me give you some hints;
- Each individual (49x50) flips area can overlap the next to its left.
- A shadow layer (light or dark, that depends) obscures the entire row of F1 items (from right to left) when nothing is selected or mouse hovered on.
- Scan the row (mousing) and the F2(s) deploy above everything (again with some tricky shadowing process L&R) allowing us to select it to access the corresponding popup.
- The advantage to this system is that you can have a very tight row where we only "see" the IconFrame edges (4,6,10,16.. or even 22 wide) for anything that isn't selected.. yet.
- Another is that we keep the individual 45x45 files.
- Coding this stuff is just a matter of proper XML functions and values (Anchor, offset, size - etc).
Once the general (coding) principle is made clear by both of us, the easy part will be to create the necessary graphic assets.
Be patient, i'll have an example -- soon

city queue is still not done yet, this is only a 3rd intermediate stateWhat about the above? Any luck lurking our ways for this small detail... which makes detection vastly more easy?*PS2; Speaking of colors while i can have your busy attention on this specific subject.
The City-View and its leftside list_column of produceable items. When we select anything and it gets transfered in the Production box at the bottom... the code automatically inserts a "Queued" txt_comment underneath the items on that list. It would be easier to detect those if the "Queued" would be RED or somethin'.
Cheers