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Widgets included in XTA

Posted: 17 Jan 2014, 12:01
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

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Total: 78 widgets

Re: Widgets included in XTA

Posted: 07 Feb 2014, 18:39
by pnöpel
which of them have the greatest cost of hardware ressources? (and from these, which can be disabled without heavy disadvantages ingame?)

Re: Widgets included in XTA

Posted: 07 Feb 2014, 22:00
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)

Re: Widgets included in XTA

Posted: 08 Feb 2014, 03:15
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