The tactical HUD has a bar top-right that provides icons for non-soldier-specific actions. Unfortunately, the current implementation relies heavily on hardcoded flash stuff but I think it can be overcome.
The API would be an event with an array of actions, each of which would contain:
- Icon
- Text
- Callback on usage
- Maybe more things, depends
For controller, if
- 1 action - show as "evac" text is shown in vanilla
- 2 or more - show "commander actions" and on RS press, bring up a pause-like menu, but filled with the options (including the default evac option)
For kb+m, the icons would be positioned starting after the "end turn" one and before the chosen icon. Note that this will require some manual positioning recalculations but I think that it's quite possible to do with a few unsolicited flash calls. For buttons themsleves, we can take inspiration from unused UITacticalHUD_CommanderHUD
Using this, we could also fix the lack of ability to open sitrep and chosen information mid-battle with controllers
This would require non-trvial changes in UITacticalHUD, UITacticalHUD_MouseControls and UITacticalHUD_AbilityContainer
The tactical HUD has a bar top-right that provides icons for non-soldier-specific actions. Unfortunately, the current implementation relies heavily on hardcoded flash stuff but I think it can be overcome.
The API would be an event with an array of actions, each of which would contain:
For controller, if
For kb+m, the icons would be positioned starting after the "end turn" one and before the chosen icon. Note that this will require some manual positioning recalculations but I think that it's quite possible to do with a few unsolicited flash calls. For buttons themsleves, we can take inspiration from unused
UITacticalHUD_CommanderHUDUsing this, we could also fix the lack of ability to open sitrep and chosen information mid-battle with controllers
This would require non-trvial changes in
UITacticalHUD,UITacticalHUD_MouseControlsandUITacticalHUD_AbilityContainer