Comments (6)
If we're consolidating those dialogs, I'd suggest the following two things :
- It should deal with #1059
- Putting something as important as Recruit/Recall into a right click context menu doesn't feel good. One idea would be to show the recruit/recall when mouse hovers on top of a castle tile while the leader is in the keep. Haven't thought this in detail, but it'd atleast save a lot of clicks and make it obvious. (I've even thought of a design, might post that later.)
from wesnoth.
One idea would be to show the recruit/recall when mouse hovers on top of a castle tile while the leader is in the keep.
I'm not entirely sure what you mean by this, but I think it should be obvious that opening a modal dialog in response to a mouse hover is a very bad idea. Maybe that's not what you meant though.
Also, I'm not quite sure but it sounds like your point 2 is likely out of scope for this issue.
from wesnoth.
the main thing would be to expose the recruit dialog, so that SotA can handle its corpse recruits in a more reasonable manner
If thats what you want to do, you'd need to first add a way for lua to hook in before the original dialog is shown (to be replaced with your custom one), which is imo the more complicated part
from wesnoth.
which is imo the more complicated part
What's complicated about that, exactly…? Just find the place that currently calls the dialog and do something else instead, right?
Not entirely sure that's actually necessary though.
from wesnoth.
I'm not entirely sure what you mean by this, but I think it should be obvious that opening a modal dialog in response to a mouse hover is a very bad idea. Maybe that's not what you meant though.
That's right. Is it possible with a modeless dialog (assuming we can get it working)?
Also, I'm not quite sure but it sounds like your point 2 is likely out of scope for this issue.
Could be, perhaps there should be another issue on consolidating the three dialogs the you mentioned?
from wesnoth.
Is it possible with a modeless dialog (assuming we can get it working)?
Maybe, but that sounds like a strange way to do it…
from wesnoth.
Related Issues (20)
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- Python 3.12 highlights invalid escape sequence in wmlxgettext dependency HOT 12
- wmllint cannot handle # inside single-line Lua code HOT 2
- gui.show_dialog takes 13 px more space than it should on each side HOT 4
- apply_to=status add=unplagueable => status=not_living HOT 2
- Remove confusion about SP and MP saves of hybrid campaigns having the same names HOT 5
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