tgui

For feedback on the game code and design. Feedback on server rules and playstyle belong in Policy Discussion.
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neersighted
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tgui

Post by neersighted » #149091

What is this?
tgui is /tg/'s new interface system, as designed and implemented by me.

tgui is a fork of Baystation's (originally /tg/'s, actually) NanoUI. While it shares much in common on the server-side, the
client is all new code. It supports IE8+ and the webclient, and is designed with the goals of being attractive, simple(r)
to write UIs for, and untangling UI code spaghetti.

This thread is mainly for your feedback:
  • Got a UI you want reworked?
  • Is the UI not working for you?
  • Want to split hairs with me over design?
I don't like it/There's a bug/Can I help?
A public planner is available for you to peruse and vote on features/interfaces.
Please report any bugs to the bug tracker, not this thread.
Please direct complaints to /dev/null (actually post them in this thread).

FAQ
I can't resize/drag it!
Open Game Preferences (in the Preferences tab) and set 'tgui style' to 'no frills'.
It's stuck on my primary monitor!
Open Game Preferences (in the Preferences tab) and set 'tgui monitors' to 'all'.
Last edited by neersighted on Fri Jan 29, 2016 2:32 am, edited 1 time in total.
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duncathan
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Re: tgui

Post by duncathan » #149093

>inb4 eight million assholes screaming because they can't figure out how to turn on no frills
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Players can and will create their own fun.
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DemonFiren
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Re: tgui

Post by DemonFiren » #149099

What frills?
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Gun Hog
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Re: tgui

Post by Gun Hog » #149122

Consoles that could use NanoUI:
- Communications Console (Auto refresh)
- AI airlock control (Still uses oldest UI)
- DNA Modifier/Cloning (Auto refresh)
- Sleepers (Auto refresh)
- Turret interface / Turret control panel (Turrets themselves still use the oldest UI, also, the perfect opportunity to add current target data)
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Wyzack
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Re: tgui

Post by Wyzack » #149138

Make the gps auto refresh
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neersighted
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Re: tgui

Post by neersighted » #149160

DemonFiren wrote:What frills?
The custom titlebar and resize.
Malkevin

Re: tgui

Post by Malkevin » #149194

I don't like that you can't drag the window off the edge of the screen.
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Re: tgui

Post by neersighted » #149195

Malkevin wrote:I don't like that you can't drag the window off the edge of the screen.
That's also a pref.
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ShadowDimentio
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Re: tgui

Post by ShadowDimentio » #149218

I don't like it, but there's an option to cut it off, so my argument is invalid.

This is how you code new features ladies and gentlemen: OPTIONAL.
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Cobby
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Re: tgui

Post by Cobby » #149263

ShadowDimentio wrote:I don't like it, but there's an option to cut it off, so my argument is invalid.

This is how you code new features ladies and gentlemen: OPTIONAL.

For me the options are "Primary" and "All", so for things like the syndikit [aka the only tgui that actually lags my game even with frills off] it still is there.
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neersighted
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Re: tgui

Post by neersighted » #149266

ExcessiveCobblestone wrote:
ShadowDimentio wrote:I don't like it, but there's an option to cut it off, so my argument is invalid.

This is how you code new features ladies and gentlemen: OPTIONAL.

For me the options are "Primary" and "All", so for things like the syndikit [aka the only tgui that actually lags my game even with frills off] it still is there.
He's referring to fancy mode. As far as the uplink goes, optimization is still under way. Stay tuned, performance can only get better.

Also no frills has nothing to do with lag.
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Re: tgui

Post by PKPenguin321 » #149288

one time as a nuke op i shortened my PDA screen then dragged it near the top of my screen, then closed it. later i reopened it and it resized back to full size, causing the bar to resize it + all the buttons to lock it and shit were off the top of my monitor and i could no longer interact with it properly. this should probably not happen
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Actionb
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Re: tgui

Post by Actionb » #149395

Can we get drag and drop functionality on items with tgui interface? Very important for when you have upgraded the old PDA design - but also for headsets: you actually have to have your headset in your hand now to access its interface. Pre-tgui, you could just drag n drop it onto your sprite to mess with the headsets' settings.
neersighted
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Re: tgui

Post by neersighted » #149409

Actionb wrote:Can we get drag and drop functionality on items with tgui interface? Very important for when you have upgraded the old PDA design - but also for headsets: you actually have to have your headset in your hand now to access its interface. Pre-tgui, you could just drag n drop it onto your sprite to mess with the headsets' settings.
This has nothing to do with tgui you know, its click functionality in BYOND. File a feature request or add an alt-click or drag click to the headset.

Edit: https://github.com/tgstation/-tg-statio ... io.dm#L100
Nothing was removed, file a bug report as its not working as intended.
neersighted
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Re: tgui

Post by neersighted » #149601

PKPenguin321 wrote:one time as a nuke op i shortened my PDA screen then dragged it near the top of my screen, then closed it. later i reopened it and it resized back to full size, causing the bar to resize it + all the buttons to lock it and shit were off the top of my monitor and i could no longer interact with it properly. this should probably not happen
A fix for this is now live on both servers. If you have tgui locked to primary monitor, it will move the window back upon re-opening if it would have ended up offscreen.
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invisty
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Re: tgui

Post by invisty » #149604

NanoUI that doesnt update correctly to represent the true state of the game.

>Canister menu with a tank inserted and valve opened.
>Click "Close" valve button.
>Button responds, indicating the new state.
>BONUS STEP: You click remove tank.
>Suddenly the UI reverts to the previous state.
>SUPER BONUS: Fire in toxins.
Mime: Depresso
neersighted
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Re: tgui

Post by neersighted » #149605

invisty wrote:NanoUI that doesnt update correctly to represent the true state of the game.

>Canister menu with a tank inserted and valve opened.
>Click "Close" valve button.
>Button responds, indicating the new state.
>BONUS STEP: You click remove tank.
>Suddenly the UI reverts to the previous state.
>SUPER BONUS: Fire in toxins.
The UI updates are driven by the server.
If something like this occurred on current code, it is a bug in canister code.
If you can find a way to reliably reproduce this (send me a GIF), I'll see what I can do.

The button lights up red to make sure you know what you're doing if you eject a tank when the valve is open.
And remember, as always, be careful with tanks in canisters. :P
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TechnoAlchemist
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Re: tgui

Post by TechnoAlchemist » #149620

The "Set" buttons on pumps/other interfaces do not work. Hitting min on a SMES freezes all possible values to 0.
neersighted
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Re: tgui

Post by neersighted » #149655

TechnoAlchemist wrote:The "Set" buttons on pumps/other interfaces do not work. Hitting min on a SMES freezes all possible values to 0.
The set buttons appear to work, however there was a bug preventing you from setting them to 0. A fix is up.
The SMES bug is not an interface bug, the SMES were being constructed with no capacitor, and thus min/max output was 0. A fix is up.
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