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Make Warehousing button more noticeable #1031
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to make the building setting more noticeable. Use the checkmark icon for toggle on/off Decrease saturation of Warehousing icon
I'm not too sure about this as this isn't consistent with the rest of the UI. Though I agree the old style isn't either. Maybe we should use a different image when it's not stockpiling? Like a cart or something. Then if the button is pressed the image is replaced with the current one. |
Displayed when "stockpile to a warehouse" is not enabled
I like that more. Just to make things perfect, maybe we can use a button like the one for mothball/ unmothball? I'm not sure we have just the button background available though. |
To be honest, I've never been a fan of using a 24x24 button for the mothball/unmothball order. Because there's a visual discrepancy: Any other buttons related to orders are 20x20 (walker permissions, Military Academy settings, etc.). So, I propose to move the stockpiling button in the upper right corner of the panel. |
Because I'm a nerdy guy and I love saving 10x10 images, I think you can use a single image and color it in-game with nearly the same result. How to do it: The only image you'd provide is a black-and-white one, with the same shading as the colored one. In the game, on line 615, you could do as follows: image_draw(assets_get_image_id("UI", "Warehousing_off"), x + 4, y + 4, building_stockpiling_enabled(building_get(c->building_id)) ?
COLOR_MASK_WHATHEVER_COLOR_GIVES_THE_ICON_ITS_LOVELY_LIVELY_LOOK : COLOR_MASK_NONE, SCALE_NONE); The game would show the nearly black and white one when stockpiling is disabled, the colored one when it's enabled and you'd save about 400 glorious bytes of VRAM! |
It looks good enough to me, but I'm color blind so I don't notice all the subtleties... |
By @crudelios, who else.^^
Make the "stockpiling to a warehouse" setting per building basis more noticeable.
OBSOLETE
Previously (unchecked)
Now (unchecked and checked)
Tested: works correctly (tooltip and stuff).