Open Lukc opened 6 years ago
Not sure if it is worthy the effort, ThemeWML will be removed in 1.15, in fact 1.16 will have a brand new ingame UI.
@Landiss would be one person who worked with ThemeWML recently, maybe he can tell you more.
Maybe it’s not worth the effort right now, but will it be doable with the new Wesnoth UI? If it is, the changes required to have the build options in a UI element instead of an on-click menu could (probably?) be reused.
I am not sure, it may as well have a possibility to customize the UI.
The plan was to use GUI2 for the top- and sidebar, but that is not yet working, which is why wesnoth master is for the time being unplayable. GUI2, that's basically all you see which changed from 1.12 to 1.14. So, chances are that there may be a GUI2 based way, but… who knows. (The help uses GUI1, and the ingame UI said ThemeWML)
So, if you would be interested in learning GUI2 in a few years, yeah. It would a bigger task than the most WML related things, it's more of a layouting system, like GTK, QT or CSS. Or more of a GUI Framework. On the other hand ,it can also be used for shop- and inventory systems, which are currently build up on top of [message] instead.
At lot of things happened, or should I say did not happen? The work on the new ingame UI has been reverted, there are no plans to remove Theme WML anymore. (Instead there's experimentation with the Godot engine for Wesnoth)
How difficult would it be to have a custom theme with a sidebar containing the possible terraforming options? (The kind of sidebar you see in most city-building games, yes.) I don’t even know if this is possible in WML at all.
Maybe you have relevant information, @sevu? Asking because you seem to be following Wesnoth’ development much more closely than us.