And, to make it significantly easier to use, find Vadi's "CSSMAN" script from the mudlet scripts forum, which is, as the name suggests, a manager-script for your styling.
Ok! I'm back again with another update - trying to do @Maruna proud. This time it is finished!
So this first image is the system with the land map up, on a station. As you can see, the bottom left boxes are now used to track people(complete with colors and cities pulled from @Maruna's name database script) and items, separated based on what they are. The items can also clicked in the box to be picked up or probed. In the status box, you can see in all caps, what defenses or rage abilities I have active.
Next we have the UI in space. Notice how the mapper has changed to the spacemap, this will happen automatically. If you use the starchart in game command, it will automatically open the starchart tab but will switch back to the spacemap after a couple of seconds. You will also notice that the people tracker UI box has now become a ship beacon box. Whenever you use ship beacon the results will be output to this box in a neat looking way. Some lines are too long but I chose not to wrap them because you should have most of the info you need(such as number and who owns the ship) right there on the screen. The switch between ship beacon and people tracking happens automatically.
This image is to just show off the hacking map.
The chat box is all done through gmcp, so very minimal triggering is required as well. I do feel like the People Here window takes up a lot of unnecessary space considering the amount of people I actually run into, so I may shorten the box and put in some gauges in the bottom half at the behest of someone else. What does everyone think?
@Maruna I'll have you know that I fixed the alignment, and then decided to rework the whole damn thing so its lined up even better. I'll show you when I'm done and you can tell me whats wrong with it then.
QT is based after CSS, hence the glaring similarities, but it's still QT which also means that there are some neat QT-specific things that you can do with it. (the above is not an example of such things. Just how I do my own QT)
Still been tweaking it a bit, and not sure what I want to reorganize where quite yet.
You follow the same setup for all your guis, huh?
I am not a UI/UX guy at ALL. I struggled far too much just coming up with colors I liked Ended up just using some of what I had and making the code cleaner and moving stuff around a bit.
A little (a lot) less fancy, using tintin++ and tmux. Still need to build out some people/mob tracking and a custom prompt with gauges at the bottom of the main panel, but it's a start.
I'd actually do it for Nexus (which should be able to do the same things) but the devs use a few things that make it extremely resilient to modification. It's like mold - it just keeps coming back.
I started working on something but it's going to be extremely laborious.
Comments
setLabelStyleSheet(css)
or if Geyser:
setStyleSheet(css)
Supported properties (although I've had mixed success):
http://doc.qt.io/qt-5/stylesheet-reference.html#list-of-properties
And, to make it significantly easier to use, find Vadi's "CSSMAN" script from the mudlet scripts forum, which is, as the name suggests, a manager-script for your styling.
So this first image is the system with the land map up, on a station. As you can see, the bottom left boxes are now used to track people(complete with colors and cities pulled from @Maruna's name database script) and items, separated based on what they are. The items can also clicked in the box to be picked up or probed. In the status box, you can see in all caps, what defenses or rage abilities I have active.
Next we have the UI in space. Notice how the mapper has changed to the spacemap, this will happen automatically. If you use the starchart in game command, it will automatically open the starchart tab but will switch back to the spacemap after a couple of seconds. You will also notice that the people tracker UI box has now become a ship beacon box. Whenever you use ship beacon the results will be output to this box in a neat looking way. Some lines are too long but I chose not to wrap them because you should have most of the info you need(such as number and who owns the ship) right there on the screen. The switch between ship beacon and people tracking happens automatically.
This image is to just show off the hacking map.
The chat box is all done through gmcp, so very minimal triggering is required as well. I do feel like the People Here window takes up a lot of unnecessary space considering the amount of people I actually run into, so I may shorten the box and put in some gauges in the bottom half at the behest of someone else. What does everyone think?
Though, I'm going to switch it so target is in the middle because target will be longer than 4 characters.
I'll have you know that I fixed the alignment, and then decided to rework the whole damn thing so its lined up even better. I'll show you when I'm done and you can tell me whats wrong with it then.
https://www.youtube.com/watch?v=OjsKDgm61Bo
Still been tweaking it a bit, and not sure what I want to reorganize where quite yet.
Joke.
"In all chaos there is a cosmos, in all disorder a secret order."
I started working on something but it's going to be extremely laborious.
Guess we now know what's behind the output window
"They're excited, but poor."
- Ilyos (August 2019)