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@ -17,17 +17,15 @@ right choice for you. However, here are some reasons you might want to implement
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an overlay widget instead:
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an overlay widget instead:
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#. You can draw directly to an existing viewscreen instead of creating an
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#. You can draw directly to an existing viewscreen instead of creating an
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entirely new screen on the viewscreen stack. This allows the original
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entirely new screen on the viewscreen stack. This allows the original
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viewscreen to continue processing uninterrupted and keybindings bound to
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viewscreen to continue processing uninterrupted and keybindings bound to
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that viewscreen will continue to function. This was previously only
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that viewscreen will continue to function. This was previously only
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achievable by C++ plugins.
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achievable by C++ plugins.
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#. You'll get a free UI for enabling/disabling your widget and repositioning it
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#. You'll get a free UI for enabling/disabling your widget and repositioning it
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on the screen. Widget state is saved for you and is automatically restored
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on the screen. Widget state is saved for you and is automatically restored
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when the game is restarted.
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when the game is restarted.
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#. You don't have to manage the C++ interposing logic yourself and can focus on
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#. You don't have to manage the C++ interposing logic yourself and can focus on
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the business logic, writing purely in Lua if desired.
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the business logic, writing purely in Lua if desired.
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In general, if you are writing a plugin or script and have anything you'd like
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In general, if you are writing a plugin or script and have anything you'd like
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to add to an existing screen (including live updates of map tiles while the game
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to add to an existing screen (including live updates of map tiles while the game
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