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Use Factorio's own elements in the side panels, and write the GUI guide - #1670
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A few feedbacks: Polls
Tip: should show in screenshot the version where player has voted at least an option, and multiple options and show arrow buttons both enabled and disabled Announcements\Tasks
Stats
Paint brush
Additionally, show in the button tooltip how to clear it Shortcuts
Autofill
Player list
Choose your tag
Additionally, edit button is not visible to non-admin, so different styles for the 2 buttons is not an issue for players. Settings
Additionally, this part could be standardized as any other Gui.panel (both docked & free able) now. Tool bar
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Thanks for going through all of it! Done in 2715880:
Settings as a panel that docks and floats like the others: would you like that in this PR, or in the next one? |
Next PR. About polls, what happens if polls options have different lengths? Does it resize each time player changes poll tab? IIRC, previous version had fixed max width, so it didn't resize at each poll change? |
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Previous poll frame had |
Polls and Tasks drop their own STYLES buttons for vanilla tool_button and tool_button_red, page with arrow icons, and show the player's own vote or volunteering as a lit button rather than an orange number. The production HUD's header buttons are frame_action_buttons like every other panel's. docs/GUI.md says where a GUI goes, how it closes and which element does each job, and AGENTS.md points to it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The narrow width left an empty strip on the right of its inner frame, since nothing in it stretches. The instructions label gets its own width instead, as a wrapping label needs one. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Shortcuts drops the inner frame and puts its buttons on the game's shortcut bar slots, through a new frameless option for Gui.add_panel. Choose your tag's list fills its inner frame without a border of its own, with the notify checkbox in a footer under it. Autofill's rows go in a spaced table, so the ammo slots' border no longer covers the ammo count field. Paint's brush is a plain slot-sized button, without the extra flow and sunken frame around it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
It opens through Gui.add_window, so it has an X and remembers where it was left, and its Cancel and Save changes buttons go in Gui.add_dialog_buttons' row with space to drag it by between them. Fraction settings such as the toast volume show their percentage next to the slider. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Player list headings are caption_labels, Poke and Report tool_buttons. The production HUD picks its time span from a drop-down, shows production and consumption as plain numbers with the game's own tooltips, and adds items and fluids through filtered pickers instead of a signal picker. Shortcuts and Experience drop their font colours and fake slot buttons, Paint keeps its instructions in the brush's tooltip, the tag list's buttons are tool_buttons, and Gui.make_close_button is a plain back_button. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The brush's tooltip already says a right click clears it, so the panel drops its trash button and is just the brush. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Like the other top buttons, Paint shows refined hazard concrete and Shortcuts a selector combinator instead of the game's flat interface icons, here and in the info window. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
From Refactorio#1668's review: every panel and window has its own X and no Close or Cancel button, so Settings drops Cancel. docs/GUI.md says so, describes panel footers and the dialog buttons' defaults, and asks for styles to be set with Gui.set_style. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The brush is a sunken slot like the game's own, named beside it ("Select
brush tile" while empty), with the instructions back under it, reworded
in every language. Its tooltip keeps only the tile and the right click.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The selector combinator meant nothing for Shortcuts: the full-color hand is the one the button had before, in color. Tag group's dark bookmark becomes the map's tag marker, while the player has no tag of their own. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…sks' edit button, the HUD's time span and colours, Players' and Tag group's buttons Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…ng at it A map poll's names wrapped onto three lines in a panel as wide as its contents. The list shows 400 pixels before it scrolls rather than 250, about a dozen maps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…under the answers A wrapping label that stretches is laid out as if it wrapped narrower, so long answers left an empty space below them. The width stays the panel's whichever poll is shown. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Next PR it is, for Settings. Polls: the width stays the same whichever poll is shown. Since 7b9c8dc the panel has the
Top: develop. Bottom: this PR, three polls with 14 answers, the map names (one long enough to wrap) and Yes / No. Bloom: agreed, it's "Bloom (Petals and Riches, halfway)" in #1674. |
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Personally I think poll window is now wider than it used to be - but with 43" screens and wide/ultra-wide now being more popular than before, and the window being free to move, if we'll ever need to adjust it then it be a simple value to adjust. Good to go, thanks! 😊 |

The side panels and the Settings window use Factorio's own elements for each job instead of custom styles and font colours, and
docs/GUI.mdwrites down how RedMew builds its GUIs, so the next one fits in: where a GUI goes, how it closes, which element does which job, and what's easy to get wrong.Change
docs/GUI.md, a new guide, andAGENTS.mdpoints to it. It includes the rules from Move Polls and Tasks to side panels, and their editors to windows #1668's review: every panel and window has its own X and no Close or Cancel button (the info window, the first one new players see, keeps its Close as the one exception), and styles are set withGui.set_style.tool_buttons with arrow icons, and the player's own vote shows as a lit button rather than an orange number. The green edit button, the question's colour and the vote buttons' style stay, so the question stands out. The panel takes thewidewidth, like Tasks, and its question and answers wrap at that width, so most of a map poll's names fit on one line; the width stays the same whichever poll is shown, and the list shows 400 pixels before it scrolls, rather than 250.tool_button, lit when the player has volunteered; the green edit button stays.framelessoption forGui.add_panel, without font colours.caption_labels, and the names line up with the buttons.Gui.add_window, so it has an X and remembers where it was left; Save changes goes inGui.add_dialog_buttons' row and Cancel goes (its locale key too). Fraction settings such as the toast volume show their percentage next to the slider.bold_labels rather than fake slot buttons.Gui.make_close_buttonis a plainback_button, andresources/styles.lualoses the styles nothing uses any more.Tests
utils/Guitests with a player, in a 2.1.24 client: 30 passed, 0 failed.pwsh .github/scripts/run-all.ps1 <factorio> crashsite danger-ore diggy frontier: all pass.luacheck .: 0 warnings / 0 errors.Screenshots
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