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Trees GUI improvements #8234
Trees GUI improvements #8234
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Well, I scrapped the NWID_MATRIX based code again, turns out it's really hard to get that to size well, individual buttons actually is easier. Now just generating the buttons instead of having a fixed layout. |
:D |
Rebased your work and fixed a variable that was unused. Going to test it out now :D |
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This is really an upgrade :)
The only thing that is now slightly more apparent, the "Random trees" button. You don't expect it to work like that with all the other buttons around.
Not something that needs fixing in this PR, tbh, as it was already weird. It is just now only highlighted more :D
Awesome work!
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Awh, testing found a bug .. tooltip say you can drag small and large forest, but you cannot :( I will see if I can discover why not myself too, but if you are interested in solving it, feel welcome :)
This is very nice. Is there a reason it's restricted to Scenario Editor and we can't have it in-game? |
2020-12-26.15-15-53.mp4Rate how awesome this is on a scale from 1 to 10 plz :D |
This makes it look a bit better in climates with fewer tree types.
I hope @nielsm doesn't mind, but I hijacked his PR and implemented real dragging of trees; it was easier than trying to figure out how to do selections thingy :D Let me know what you guys think of this, if it is usable etc :) |
In this implementation it is only possible to do this in the SE, as it would otherwise fire so many |
If I open up the tree window in the scenario editor and click once (place trees in a single spot), the cursor changes from a dot to a square. |
I cannot reproduce this issue. Do you have a screenshot for me? Nevermind, found it: build a road first, after that, build trees. Fixed now :) |
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:o
Mostly a code change, but has the neat side effect of not drawing more buttons than are tree types in the current climate. Also fixes some scaling margin issues on 2x and 4x GUI scale.
Future proofing for maybe making NewGRF trees one day.
Later goal: Better tree painting modes for scenario editor.