Opened 15 years ago

Closed 14 years ago

#43 closed defect (fixed)

Fix the inventory and map window positioning

Reported by: Henrik Heimbuerger Owned by: MrWabbit
Priority: major Milestone: 1.80
Component: Core Version: dev
Keywords: goodfirstbug Cc:

Description (last modified by Henrik Heimbuerger)

The minimap touches the left edge of the screen. That makes it hard to see 'object out of visible area' icons there. It should keep the side border consistent with all the other UI objects on the same screen mode to make the surroundings visible.

The inventory completely runs out of the screen on the in-flight map to the right.

Change History (17)

comment:1 Changed 15 years ago by Henrik Heimbuerger

Owner: Bunnywabbit deleted
Status: newassigned

comment:2 Changed 15 years ago by SVN

New commit by MrWabbit? (revision [134]):
[fix for #43] gave the on off point in command mode the same values as flight mode.

comment:3 Changed 15 years ago by MrWabbit

Resolution: fixed
Status: assignedclosed

i've always found this odd in CortUI, very pleased to fix it.

comment:4 Changed 15 years ago by MrWabbit

oh and by the way:
crtui dialog comment section:

Cortex 2005#05#05:
* splitted inventory and minimap to display them differently
depending on console mode flags (e.g. to move minimap to the
border at the map, but not in the cockpit)

seems this wasn't a bug, but a feature :P

comment:5 Changed 15 years ago by Henrik Heimbuerger

Description: modified (diff)
Resolution: fixed
Status: closedreopened

That was, yes. Which is why I was confused when you wrote "always found this odd in CortUI". :)

The point is, it should be consistent across all UI objects on the same screen mode. (Changed the ticket description to reflect that.)

My idea was (and of course we can discuss that if you disagree) that on flight mode, all windows should keep a minimum margin to the screen border, so that these 'here's more you can't see right now' icons are always visible, which -- with the status bars -- is about 35px. In theory, I'd also like their labels to be visible, but then we're up to 100px or so and the windows basically clutter the middle of screen, which is worse than cluttering the 'out of visible area' icons (which we desperately need to give a name, so I can stop referring to them in long quoted terms).

That's different from map mode, where these icons just don't exist. If you zoom in a lot on the map, you will just miss what's outside the visible area. That's how the map works and changing it would be a code change. So there we can use that extra space to make more room in the middle, which is the most important area of the map mode.

comment:6 Changed 15 years ago by Henrik Heimbuerger

Owner: set to MrWabbit
Status: reopenedassigned

comment:7 Changed 15 years ago by MrWabbit

mind illustrating with a pic?

comment:8 Changed 15 years ago by Henrik Heimbuerger

How about a drawing?

(It says that the link shouldn't require a login, but I think it does.)

comment:9 Changed 15 years ago by MrWabbit

Component: HUD: GlassHUDCore
Owner: changed from MrWabbit to Henrik Heimbuerger

no it didn't, i got it.

But what i don't get is what the current issue is. Is it the menu placement in flight-mode or in command mode?

Note that I haven't really messed with the placement in flight mode yet. Also, since this would affect all menu styles, this seems like a core component to me.

comment:10 Changed 15 years ago by MrWabbit

this is why i don't understand what the problem is:

"The minimap touches the left edge of the screen. That makes it hard to see 'object out of visible area' icons there. [...]
The inventory completely runs out of the screen on the in-flight map to the right."

I simply don't see that happening.

http://files.rtsquad.org/members/Bunnywabbit/CortUICore/demo/demo110224-menuplacement.png

comment:11 Changed 15 years ago by Henrik Heimbuerger

I think this was about cockpit mode.

The screenshot looks fine however (but is not from GlassHUD). If it's like this now, or has always been, then that's what I was asking for.

I'll hold the ticket and have a look at the current situation.

comment:12 Changed 15 years ago by MrWabbit

there is no difference in the positioning of these menus between classic CortUI, GlassHUD or LessHUD/Jelloshot. It's the same code and the artwork has the same dimensions. Hence my categorizing this ticket as 'Core'.

In this image, by the way, in the inventory menu, you are looking at artwork provided by dialog.mdl, switched in based on NormalHUDMode from cortui_settings.mdl.

I could have just as easily used StyleHUD, but i figured to keep that for CortUI v 2.0.

comment:13 Changed 14 years ago by MrWabbit

Hey, you might have told me you were flying in 1024x768!

Who does that?

anyway, issue confirmed. Ill fix it.

comment:14 Changed 14 years ago by MrWabbit

Owner: changed from Henrik Heimbuerger to MrWabbit
Priority: criticalmajor

comment:15 Changed 14 years ago by Henrik Heimbuerger

I'm not. In fact, I'm perfectly fine with GlassHUD not supporting anything below a certain resolution, as long as that is explicitly stated on the wiki page (as you have). So no need to fix this for 1024x768 in my opinion.

I guess this was just a temporary issue. Sorry for not stating a revision on which this occured and not providing a screenshot, making this very hard to reproduce now. I would be fine with resolving this ticket as 'cannot reproduce' ("worksforme").

comment:16 Changed 14 years ago by MrWabbit

Well that would be dandy, but as mentioned before, glassHUD doesn't mess with the positioning of the inv menu, so if it's not positioned properly in GlassHUD, it's not positioned properly in any of the other HUDs as well :)

Last edited 14 years ago by MrWabbit (previous) (diff)

comment:17 Changed 14 years ago by MrWabbit

Resolution: fixed
Status: assignedclosed

fixed at changeset /revision 171

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