Enjay wrote:is it not just something that can be adopted as a mod-specific feature?
Of course it can. It's in the development version of one of my mods already, and will gradually creep into others.
Enjay wrote:If this is adopted as an engine feature complete with hints in gzdoom.pk3, then I assume that the hints will need to be defined in the languages lump and, consequently, it also has implications for those making localisation translations.
If this class is added to the engine, it doesn't make us to add a description to every single option. It just allows to add such a description, if the developers desire.
Also, the existence of localisation translations shouldn't stop the addition of new strings to the engine in general.
Gez wrote:While I like the idea, I don't like this implementation. The hints should all show on a static position of the screen (typically at the bottom) instead of being inserted into the menu list.
This method of putting description has an issue if it's used with the current option menu implementation:
As you can see, if the screen resolution is low or the menu is long enough, the items and the description overlap (the screenshot is from Nash's Gore Mod: Vengeance Edition v0.9 beta).
Another viable option is to put the description to the top (as was suggested in
viewtopic.php?f=46&t=62641&start=90#p1083436). It doesn't have the overlap issue. Still a custom option menu is needed, and a class for each hinted selectable item.
By the way, The Hint item in the PR works for any selectable item out of the box, and can be used as a drop-in replacement of StaticText.
Gez wrote:If you've gotta have separate labels taking up space in the list, then you could as well just make them visible all the time...
Yes, this is a valid option, but the difference is the visual clutter. Compare:
Using the different color for descriptions helps, but not much:
[quote="Enjay"]is it not just something that can be adopted as a mod-specific feature?[/quote]Of course it can. It's in the development version of one of my mods already, and will gradually creep into others.
[quote="Enjay"]If this is adopted as an engine feature complete with hints in gzdoom.pk3, then I assume that the hints will need to be defined in the languages lump and, consequently, it also has implications for those making localisation translations.[/quote]If this class is added to the engine, it doesn't make us to add a description to every single option. It just allows to add such a description, if the developers desire.
Also, the existence of localisation translations shouldn't stop the addition of new strings to the engine in general.
[quote="Gez"]While I like the idea, I don't like this implementation. The hints should all show on a static position of the screen (typically at the bottom) instead of being inserted into the menu list.[/quote]This method of putting description has an issue if it's used with the current option menu implementation:
[img]https://i.imgur.com/QxESu2S.png[/img]
As you can see, if the screen resolution is low or the menu is long enough, the items and the description overlap (the screenshot is from Nash's Gore Mod: Vengeance Edition v0.9 beta).
Another viable option is to put the description to the top (as was suggested in https://forum.zdoom.org/viewtopic.php?f=46&t=62641&start=90#p1083436). It doesn't have the overlap issue. Still a custom option menu is needed, and a class for each hinted selectable item.
By the way, The Hint item in the PR works for any selectable item out of the box, and can be used as a drop-in replacement of StaticText.
[quote="Gez"]If you've gotta have separate labels taking up space in the list, then you could as well just make them visible all the time...[/quote]Yes, this is a valid option, but the difference is the visual clutter. Compare:
[img]https://i.imgur.com/86YutsG.png[/img][img]https://i.imgur.com/MlZOjd8.png[/img]
Using the different color for descriptions helps, but not much:
[img]https://i.imgur.com/AtNiHKW.png[/img]