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Use guidm cursor fns #1402
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Use guidm cursor fns #1402
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* colonies.lua - guidm cursor * devel/light.lua (unavailable) - guidm cursor * devel/query.lua - guidm cursor; same_xyz * devel/tree-info.lua - guidm cursor * gui/advfort.lua (unavailable) - guidm cursor; same_xyz * gui/blueprint.lua - guidm cursor * gui/companion-order.lua (unavailable) - guidm cursor; same_xyz * gui/create-item.lua - add pos arg * gui/tiletypes.lua - guidm cursor * modtools/create-item.lua - respect opts.pos, handle inside hackWish * hfs-pit.lua - guidm cursor; fix up tiletypes * launch.lua - guidm cursor; fix projectile flag * putontable.lua - guidm cursor; same_xyz * source.lua - guidm cursor * stripcaged.lua - guidm cursor * teleport.lua - guidm cursor * toggle-kbd-cursor.lua - use clearCursorPos; exclude adv mode * docs/extinguish.rst - adv tag * docs/firestarter.rst - adv tag * docs/launch.rst - reinstated * docs/putontable.rst - reinstated * docs/toggle-kbd-cursor.rst - fort tag * docs/gui/create-item.rst - add pos arg * docs/modtools/create-item.rst - suggest "here" for pos * Update changelog.txt
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What would the required input be? Can we simulate it with |
Looks like
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* Update toggle-kbd-cursor.lua * Update toggle-kbd-cursor.rst * Update changelog.txt
| ``-p``, ``--pos <x>,<y>,<z>`` | ||
| If specified, items will be spawned at the given coordinates instead of at | ||
| the creator unit's feet. ``here`` can be used in place of ``<x>,<y>,<z>`` | ||
| to use the active keyboard cursor. |
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this should really be a dialog in the UI flow, but we can change that later. it's better to have this as a commandline option than not at all.
Make use of
gui.dwarfmodecursor fns in a number of scripts. Alsosame_xyzwhere possible.Added a
posarg forgui/create-itemto define output position. Mademodtools/create-itemrespect "opts.pos" being passed intohackWish.Fixed up tiletypes in
hfs-pit. Outdated numbers were being used instead of enums, causing weird behavior.toggle-kbd-cursornow ignores adv mode. It would just reposition the look cursor if left as-is, and we can't easily toggle adv look mode. (Simulated input required.)Added
adventuretag toextinguishandfirestartersince guidm changes made them function. (Other scripts likecolonieswill function, but aren't particularly useful due to lack of persistence.)toggle-kbd-cursorgetsforttag since it only functions in fort/arena.Reinstated
launchandputontable. I added theadventuretag toputontable, even though the adventurer can place things manually, since there might be some use for the "all" option.I didn't fix up
modtools/create-unit.lua, which is still using the global cursor. It's got oldunkfields for structures (nemesis), and the whole thing just probably needs to be rewritten.