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Author Topic: menu-mouse 0.14 (WIP): A point-and-click interface for DF  (Read 11735 times)

Felton

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menu-mouse 0.14 (WIP): A point-and-click interface for DF
« on: May 04, 2015, 11:36:52 am »

Is your mouse collecting dust while you play Dwarf Fortress? Put it to good use with menu-mouse!

menu-mouse currently supports most pre-game menus, and has everything you need to create a world or start a game in Fortress Mode.

Enjoy! And let me know if you have any suggestions or bugs to report.

Also, the code is platform independent, so if you have a setup to compile code for Mac or Linux, let me know how it goes.

Downloads

Source


Command Line:
  • menu-mouse [enable|disable]: enables or disables menu-mouse
Dormant mode:
  • Starts in dormant mode.
  • Left click the screen to enter active mode.
Active mode:
  • Left click on ITEMS to select them.
  • Left click on THE UPPER RIGHT-HAND "><" to close menus.
  • Left click on REGION MAPS to change cursor position.
  • Left click and drag on LOCAL MAPS to select an area.
  • Left click and drag on LISTS to traverse them.
  • Left click anywhere on FULLSCREEN DISPLAYS to close them.
  • Move mouse off screen to return to dormant mode.

Change Log:
0.14
  • Now starts in dormant mode. While in dormant mode, menu-mouse will wait for a left click and then enter active mode. This protects the user from unwanted actions when returning to the Dwarf Fortress window from another application. You may reenter dormant mode by moving your mouse off screen.
  • Added functionality to the following embark menus: Reclaim, Find Desired Location, New Item, Name Fortress, Name Group, Customize Unit, Save Profile, and Loading Incomplete Profile.
  • Changed the look of multi-indexed lists to more closely match the look of vanilla.
  • Reintroduced the text viewer viewscreen, now with a functional scrollbar.
  • In the embark menu, added quantity to the display on the index of abilities, items, and animals to improve visibility.
0.13
  • Fixed a bug where keyboard commands were ignored for selectable lists.
  • Recolored footer menus to make mouse options more visible.
  • Added functionality to embark notes and general options menu.
  • Removed text viewer viewscreen while I work out some kinks.
  • Massive code cleanup.
0.12
  • Removed self-enabling at start-up.
  • Added [enable | disable] to the accepted command line parameters.
  • Allowed file "dfhack.init" to set the default state of menu-mouse.
0.11
  • Initial public release.
« Last Edit: May 18, 2015, 04:00:31 pm by Felton »
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menu-mouse: A point-and-click interface for Dwarf Fortress.

PeridexisErrant

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Re: (WIP v40 Windows) menu-mouse: a mouse support utility
« Reply #1 on: May 04, 2015, 10:28:19 pm »

This sounds great!  I have way too much on at the moment to do much testing, but quick feedback: 

* The build only works with DFHack 40.24-r2; we're up to r3 now
* With DFHack plugins you need to share the source; best to fork DFHack on GitHub and develop in a branch so it can be merged too  ;)
* Several controls aren't in yet (but you know that!); completeness will really help usability though
* I haven't tested it with TwbT, but the varied tile sizes might mess things up if you're not careful
* Reasonably intuitive; changing colors of clickable items on mouseover is great
* Best to support the standard "[enable|disable] menu-mouse" command, plus "menu-mouse [help|?]"

In short, this is the most exciting thing I've seen in a long while, and I'm looking forward to better mouse support for new players :D
« Last Edit: May 04, 2015, 10:38:09 pm by PeridexisErrant »
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Felton

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Re: (WIP v40 Windows) menu-mouse: a mouse support utility
« Reply #2 on: May 05, 2015, 01:54:40 am »

This sounds great!  I have way too much on at the moment to do much testing, but quick feedback: 

* The build only works with DFHack 40.24-r2; we're up to r3 now
* With DFHack plugins you need to share the source; best to fork DFHack on GitHub and develop in a branch so it can be merged too  ;)
* Several controls aren't in yet (but you know that!); completeness will really help usability though
* I haven't tested it with TwbT, but the varied tile sizes might mess things up if you're not careful
* Reasonably intuitive; changing colors of clickable items on mouseover is great
* Best to support the standard "[enable|disable] menu-mouse" command, plus "menu-mouse [help|?]"

In short, this is the most exciting thing I've seen in a long while, and I'm looking forward to better mouse support for new players :D

I'll try to address all those bullet points tomorrow and update here when finished. Thanks for the feedback!
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Felton

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Re: menu-mouse 0.12 (WIP): Dwarf Fortress, now with mouse support!
« Reply #3 on: May 05, 2015, 06:16:30 pm »

Released version 0.12. The initial post has been edited to reflect changes.
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PeridexisErrant

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Re: menu-mouse 0.12 (WIP): Dwarf Fortress, now with mouse support!
« Reply #4 on: May 05, 2015, 06:41:44 pm »

Released version 0.12. The initial post has been edited to reflect changes.

Awesome!
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PeridexisErrant

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Re: menu-mouse 0.12 (WIP): Dwarf Fortress, now with mouse support!
« Reply #5 on: May 12, 2015, 06:52:15 pm »

Starter Pack 40_24 r11 includes menu-mouse v0.12, always enabled.  Very positive feedback!

Small problem with the clickable embark menus, though; you can't scroll through your list of dwarves with the keyboard controls anymore. Keyboard controls still work with every other part of the menu - skills, items, etc. - but not dwarves for some reason.
Also this bug report  :P
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Felton

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Re: menu-mouse 0.12 (WIP): Dwarf Fortress, now with mouse support!
« Reply #6 on: May 12, 2015, 11:35:23 pm »

Wow, thanks for including my project in your starter pack! I'll try to fix that bug by tomorrow evening.
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Felton

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Re: menu-mouse 0.13 (WIP): A point-and-click interface for DF
« Reply #7 on: May 13, 2015, 10:55:01 am »

Released version 0.13. The initial post has been edited to reflect changes.

Also this bug report  :P

Fixed the bug earlier than expected, so I threw in the more recent code I've been working on. Let me know how it goes :D

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PeridexisErrant

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Re: menu-mouse 0.13 (WIP): A point-and-click interface for DF
« Reply #8 on: May 14, 2015, 04:44:44 pm »

(about 0.12) Some people have noted that clicks do something to the menu even if out of focus, meaning that when you click to go back to DF you might accidentally start a new world or something.  Any chance of changing that in a later version?
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lethosor

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Re: menu-mouse 0.13 (WIP): A point-and-click interface for DF
« Reply #9 on: May 14, 2015, 05:45:48 pm »

I couldn't reproduce that just now, but if it occurs for some people then there's not much an individual plugin can do about it. (It might be possible to detect window focus with SDL, but DFHack doesn't expose any functions that accomplish it at the moment so it would be difficult to do portably.)
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Felton

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Re: menu-mouse 0.13 (WIP): A point-and-click interface for DF
« Reply #10 on: May 14, 2015, 06:48:30 pm »

(about 0.12) Some people have noted that clicks do something to the menu even if out of focus, meaning that when you click to go back to DF you might accidentally start a new world or something.  Any chance of changing that in a later version?
That's a great feature request! I'll add a solution to the next version.

I couldn't reproduce that just now, but if it occurs for some people then there's not much an individual plugin can do about it. (It might be possible to detect window focus with SDL, but DFHack doesn't expose any functions that accomplish it at the moment so it would be difficult to do portably.)
Having access to window information would certainly make a solution easier^^

While running the game, do either of you know if it's possible to invoke the Options menu with code? I tried sending the OPTIONS interface_key through viewscreen feeds and it doesn't  do anything. I've also tried spoofing my own options viewscreen, but the functions don't work as intended.
« Last Edit: May 14, 2015, 07:14:25 pm by Felton »
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lethosor

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Re: menu-mouse 0.13 (WIP): A point-and-click interface for DF
« Reply #11 on: May 14, 2015, 07:23:37 pm »

It isn't possible because DF handles OPTIONS, MOVIES, and HELP before they are passed to the current viewscreen. By "spoofing", do you mean creating an instance of df::viewscreen_optionst? I think that should work, although you'd have to go to some effort to set up all of the fields correctly.
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There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Felton

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Re: menu-mouse 0.14 (WIP): A point-and-click interface for DF
« Reply #12 on: May 18, 2015, 04:10:53 pm »

Released version 0.14. The initial post has been edited to reflect changes.

This update expands functionality to all of the embark menus I know.
The Rename Fortress and Group menus are a little jittery due to lack of defined data structures to pull from.
Game occasionally crashes during the cleaning object faze of aborting a game. Save files appear unaffected. Not sure if bug is inherent to the vanilla, or menu-mouse specific.
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Nopenope

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Re: menu-mouse 0.14 (WIP): A point-and-click interface for DF
« Reply #13 on: August 24, 2015, 11:13:58 am »

Building on Linux fails with the following errors:

Spoiler (click to show/hide)
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thedyze

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Re: menu-mouse 0.14 (WIP): A point-and-click interface for DF
« Reply #14 on: August 25, 2015, 06:53:36 am »

will this be viable in-game in the not-to-distant future?
..haven't followed df in 3-4 years and wanted to get back into playing. re-memorizing all those kb-shortcuts again is just too big of a project (seems to be a lot more of them now too), so this and japa's new project seems to be my only hope.
checked the dev log, and could not see any official plans for work related to the ui either..
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