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Add a tooltip showing the price of a room tile/trap when hovering its icon #89
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Yes, we could add in the text showing the room name the total price of the room. |
Ah indeed it could be done like that too. Or both :-) |
IMHO, both. When selecting the room, its price should be indicated next to the name. |
0.4.9 or later? (Might be trickier than it sounds... or not.) |
doesn't sound that tricky. If it reveals to be, we could just forget for now :) |
Doc for default CEGUI tooltip implementation: I'll deal with improving the skin once we have it in-game. |
As discussed with @hwoarangmy , the CEGUI button icon tooltip part is moved to 'Later' for now. |
Reopening as the hover tooltip part isn't done yet. |
Note to self or anyone, for later use when fixing this: CEGUI::System::getSingleton().getDefaultGUIContext().setDefaultTooltipObject(new CEGUI::Tooltip("OD","Tooltip")); Which creates a memleak and isn't the preferred way to do that. We should instead use AFAIK: CEGUI::System::getSingleton().getDefaultGUIContext().setDefaultTooltipType((CEGUI::utf8*)"OD/Tooltip"); As it will handle the tooltip internally, and log if there is an error when creating a valid tooltip object. Secondly, in ODFrameListener, the injectTimePulse() method should also be called on the default gui context. This line is missing next to the existing one: CEGUI::System::getSingleton().getDefaultGUIContext().injectTimePulse(evt.timeSinceLastFrame); This may or may not fix the problem but at least can't hurt. |
As the topic says. For now it's by trial and error that you know whether you can place a room tile.
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