The addition of action bars widgets
An action bar being a grouping of textured buttons. The action bar should catch all signals, and then based on it's information pass the event information down to the action button. The action button will be a textured button, can be tinted, and have a texture inserted ( by drag and drop ). The idea is to have skills, spells, inventory items, and other things like macros available in a 'one-click' fashion. This should be somewhat templated, such that any interface can contain as many instances of an action bar as they want.
Blueprint information
- Status:
- Complete
- Approver:
- Erik Ogenvik
- Priority:
- Medium
- Drafter:
- Erik Ogenvik
- Direction:
- Needs approval
- Assignee:
- Tiberiu P
- Definition:
- Approved
- Series goal:
- None
- Implementation:
- Implemented
- Milestone target:
- None
- Started by
- Erik Ogenvik
- Completed by
- Erik Ogenvik
Related branches
Related bugs
Sprints
Whiteboard
This is something that's been planned for some time. When I did the base classes for the inventory I tried to make them general enough to also be used in this kind of feature. The idea would be to seamlessly drag inventory icons between the action bar and the inventory. Having action bar items that are connected to scripts or macros would also be very nice to have. We need to make a system where it's easy to define what actions that should be performed on an entity in the action bar when it's invoked. Should it be wielded? Dropped? Used? And if used, what action should be performed (since some entities can have multiple usages)?