Project Zomboid

Project Zomboid

Simple UI library
 This topic has been pinned, so it's probably important
MrBounty  [developer] 21 Feb, 2022 @ 8:19am
Ideas and suggestions
If you have any ideas or suggestions to change or add to the mod, say it here.
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Showing 1-8 of 8 comments
nigel 9 Mar, 2022 @ 4:16am 
Some ideas/wishlist from first glance:
- Ability to resize windows (as a client)

- Window elements scale with resizing (such as text can get bigger if the window is bigger), this would be good as an option for modders, perhaps certain menus can benefit from such behavior.
MrBounty  [developer] 9 Mar, 2022 @ 4:41am 
The resize, maybe. But rly not sure because that would add a lot of problems. I prefer people to do it themselves. The best way for me is to make a variable size and you make all sizes depend on this variable. So you can just destroy and rebuild the window when the size change.

And I can't make text bigger if the window is bigger. That an issue with the game. It is known that for high resolution menus are small. But I can't do anything about it. Again, that would be add lot's of problems. I may add a zoom variable to the text element to be able to magnify it. It was planned at the beginning but I forgot
nigel 9 Mar, 2022 @ 6:08am 
Ahh okay, that's fine, I was hoping that would be possible because of that as well :D Normal vanilla menus have such tiny text


How about Pressing TAB to switch to the next editable container in the same window?
I have multiple text insertion lines and have to manually click
https://i.imgur.com/HmkQ6ku.png
nigel 6 Sep, 2022 @ 5:08am 
Some more things I noticed and feedback after making another mod using this

local t_UI = NewUI();
t_UI:setDrawFrame(false);
t_UI:setBorderToAllElements(false);
I used this to disable the frame of the UI!

However, I could still grab the empty space where the frame would be and drag the UI around.

It's fixable with:

local function t_FakeFunction ()
end;
t_UI.onMouseDown = t_FakeFunction;



I think you should also include how to add a tooltip to buttons in the github tutorial.
Because a tooltip is one of the greatest way to have small UI with lots of information (such as vanilla moodles or vanilla inventory)
Example:
t_UI:addImageButton("image1", "media/ui/a_LootingSucksMod_Moodle_3.png", t_TestFunction)
local t_MoodleButton = t_UI["image1"];
t_MoodleButton:setTooltip("Test");

Another thing that would bve cool to have in this library would be a standardized UI size option in the options somewhere.
Such as having a clientside option to change UI scale, because for example vanilla moodles, I think they are purely based on the screen size.
It would be good to have a standard set of options that can be applied to the UI created in this framework, so clients have better readability
nigel 20 Sep, 2022 @ 2:37am 
Padding for richtext, it's too close to the edge
https://i.imgur.com/REY2cOv.png
Trombonaught 5 May, 2023 @ 5:43pm 
Is it possible to display a text element in front of a progress bar? Would you be able to add a function for that? I'm not sure if it would be as easy as creating a new "addProgressBar" function that omits the "self:nextColumn()" call, but this would be really handy for my two mods if possible.
MrBounty  [developer] 12 May, 2023 @ 12:35am 
@Trombonaught
I send you an invite on steam.

I don't want to do an update of this mod only for that because it would bother people that use it for other mod.

But I can give you an updated version only for you so you can add a function to the progress bar class to do it. It's pretty easy (~4 lines of code)
Trombonaught 12 May, 2023 @ 2:50pm 
Oh gosh I just ignored the request out of habit sorry 😆 I sent you an invite back. That would be great, thanks so much!
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