UI: In-game UI to toggle persistent overlays
See original GitHub issueMost off the overlays listed in Mod settings > Overlays tab
correspond to buttons on the in-game toolbar.
Would it be possible to right click or shift+click (or whatever) a button on the in-game toolbar to toggle its associated overlay?
Furthermore, is it possible to overlay a border image round the tools that have persistent overlays enabled?
Extending that, would it be worth changing background colour of active toolbar buttons?
Each button would have the following sprites:
- Inactive
- Active
- Inactive + Overlay
- Active + Overlay
Code changes required:
- Handing a click modifier (or right click) on the button to toggle persistent overlay
- Displaying/changing sprites on the in-game toolbar
I could do some quick image mockups this week to illustrate what it might look like?
Issue Analytics
- State:
- Created 5 years ago
- Comments:7 (7 by maintainers)
Top Results From Across the Web
How to keep UI overlay across multiple canvases in a scene?
Hi, how can I build a UI that persists across multiple canvases? That is if I change to another canvas on the scene,...
Read more >Add an option to make map overlay display while holding ...
UI suggestion - Add an option to make map overlay display while holding Tab instead of toggle. It only takes a second to...
Read more >Completely changing the UI mid-game?
I'm currently working on a game using version 8.0.3 and was wondering if there was any way to change the UI completely once...
Read more >UI: Replace floating toolbar with 'build bar' · Issue #51
Tabs could be used to switch between: Tools (what's on current toolbar); Overlays (toggle persistent overlays); Despawns; [Future:] Templates ( ...
Read more >How to set a persistent loading screen while connecting
Hello, I'm having trouble to set a loading screen that will persist several seconds after a player joined a game.
Read more >Top Related Medium Post
No results found
Top Related StackOverflow Question
No results found
Troubleshoot Live Code
Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start FreeTop Related Reddit Thread
No results found
Top Related Hackernoon Post
No results found
Top Related Tweet
No results found
Top Related Dev.to Post
No results found
Top Related Hashnode Post
No results found
Top GitHub Comments
I think some of the existing buttons could be merged too, For example, Junction Restrictions, Priority Signs and Toggle Traffic Lights could feasibly be grouped under a single button. While the three features would remain individually activatable in mod settings, the end-user visualisation could depict them as a single feature. So you go in to junction mode and in that one interface you get:
From ‘junction restrictions’:
From ‘priority signs’:
From ‘toggle traffic lights’:
It would require better UI for all three features, but much of that could be achieved by looking at how the vanilla junction editor (stop signs and lights toggle) works and extending that UI to include the other features/icons.
If we go down the “build bar” route (see: #51), we could have dedicated tab to toggle overlays.