Widgets included in XTA

Widgets included in XTA

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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Widgets included in XTA

Post by Jools »

XTA curently includes the following widgets. It means that we maintain them and take responsibility that they work. Discuss if you want anything removed from the list or added there. (type) denotes type.

() autoquit
() camera_shake
(cmd) areaguard_xta
(cmd) factoryqmanager
(cmd) mex_snap
(cmd) mex_upgrade_helper
(cmd) state_reverse_toggle
(gfx) bloomshader_redux
(gfx) deferred_rendering
(gfx) dynamic_blob_shadow
(gfx) lups_manager
(gfx) projectile_lights
(gui) advplayerslist
(gui) ally_cursors
(gui) ally_res
(gui) attack_aoe
(gui) buildbar_xta
(gui) build_eta_xta
(gui) center_n_select_xta
(gui) commchange
(gui) display_dps_xta
(gui) easyfacing
(gui) energy_conversion
(gui) forcecloak
(gui) hidecommands
(gui) highlight_geos
(gui) hilight_unit
(gui) jumpjets
(gui) loadscreens_xta
(gui) messsage_separator
(gui) metal_features
(gui) missionui
(gui) mousecursors
(gui) nukebutton
(gui) pausescreen_xta
(gui) point_tracker
(gui) prospector_xta
(gui) reclaiminfo_xta
(gui) red_resourcebars
(gui) red_tooltip
(gui) replaybuttons
(gui) selbuttons
(gui) unitgroups5_1_xta
(gui) xta defenserange
(gui) xta layout
(init) start point remover xta
(lups) wrapper
(minimap) relative
(minimap) startbox
(red ui) framework
(red ui) framework_drawing
(snd) game_sounds
(snd) volume_osd
(unit) allyselectedunits
(unit) buildbar_xta
(unit) cloakfirestate
(unit) commander_autogroup
(unit) comm_nametags
(unit) customformations2
(unit) dgun_stall_assist
(unit) dontmove_xta
(unit) dontshoot
(unit) factory_guard_xta
(unit) ghostradar
(unit) ghostsite
(unit) healthbars
(unit) holdfire_fix
(unit) immobile_builder
(unit) initial_queue
(unit) loop_select
(unit) smart_area_reclaim
(unit) specific_(unit) reclaimer
(unit) stockpile_dynamic
(unit) stockpile_dynamic_alt
(unit) underwater_blue
(unit) waypoint_dragger
(unit) z_selector
(wg) metalspot_finder

----------------
Total: 78 widgets
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pnöpel
XTA Developer
Posts: 50
Joined: 09 Feb 2013, 21:48

Re: Widgets included in XTA

Post by pnöpel »

which of them have the greatest cost of hardware ressources? (and from these, which can be disabled without heavy disadvantages ingame?)
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: Widgets included in XTA

Post by raaar »

we should have a better tooltip widget that displayed more relevant information about the selected (or to-be-built) unit's weapons and velocity.

(i made such a widget for metal factions based on the one from kernel panic, but there are probably others)
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Widgets included in XTA

Post by Jools »

pnöpel wrote:which of them have the greatest cost of hardware ressources? (and from these, which can be disabled without heavy disadvantages ingame?)
Widgets have different cost based on what you do, how many units are in game etc. For example, some widget may be very hungry when you hover your mouse over a button, and another one may be very hungry when units die, but otherwise be idle. So it depends. For those widgets that update each drawframe, this also depends on the fps of the user.

Here is a list of widgets that I tagged as expensive earlier. You can check yourself the widget cost with a widget called Profiler: http://widgets.springrts.de/index.php#67

- Healthbars
- Ghost Radar
- Ghost Site
- Advanced playerslist
- RedUI Drawing
- RedUI Framework
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