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Scroll bars for icons on HUD cover icons/items and are unnecessary #4468

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clausimu opened this Issue Oct 9, 2018 · 7 comments

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@clausimu
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clausimu commented Oct 9, 2018

Observed behaviour

Three icons/indicators on the HUD show scroll bars (see screenshot) that cover half of the icon and are pretty much useless. I'm sure they are not intended to be there?

screenshot_20181009_124654

Expected behaviour

No scrollbars for items on the screen that don't need them.

Steps to reproduce

Start on Mars (or probably anywhere?). The first two covered icons are visible right from the start, the other becomes visible when you start flying and open the F4 window.

My pioneer version (and OS):
OS: openSUSE 43.2
Pioneer: built from latest git files (42dc2be)

@nozmajner

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nozmajner commented Oct 9, 2018

What's the resolution of the game?

@nozmajner nozmajner added this to Issues in Move to imgui Oct 9, 2018

@WKFO

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WKFO commented Oct 9, 2018

I have the same problem although the scroll bars are at different places than those shown in the screenshot above, resolution: 1360 x 768

@clausimu

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clausimu commented Oct 9, 2018

Good question, @nozmajner. I have tried at different resolutions now (1600x1200, 1400x1050, 1280x1024, 1024x768) and I get the scroll bars at different places, depending on which resolution I use. But they are always there at least in some areas. Also, the start screen menu does not resize with a resolution change and only displays correctly at 1024x768. With increasing resolution, more and more of the start menu is hidden and needs to be accessed by a scroll bar (which looks really ugly).

@fluffyfreak

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fluffyfreak commented Oct 9, 2018

@ecraven @Web-eWorks hey looks like we've got resolution dependent issues.

@Web-eWorks

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Web-eWorks commented Oct 9, 2018

Looks like the static ui.screenHeight finally strikes. I was wondering when that was going to happen.

This is something that's going to take some fairly significant design work to properly resolve, but the good news is that it's fairly easy to work around it by adjusting the constants in the appropriate Lua UI code.

If someone wants to take a crack at this, your best shot is going to be tracking down which Lua file draws these elements (in data/pigui/modules) and adjusting the constant sizes near the top of the file. I'm not going to be available to fix this myself for a while, but anyone else is welcome to it.

@fluffyfreak

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fluffyfreak commented Oct 10, 2018

Isn't ui.screenHeight a function though? It gets mapped to l_attr_screen_height in LuaPiGui.cpp in pigui.lua so every call to it should be getting the real screen height from the C++ code.

@Web-eWorks

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Web-eWorks commented Oct 10, 2018

Which works fine until you realize that it's usually called once at the top of a Lua file and then never called again. There are some issues with the UI code I really want to resolve, and this is one of them.

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