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New "T-Screen" (vehicle info side-panel) #3165
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Note to self: make the panel narrower for small screens: https://discord.com/channels/136544456244461568/189904947649708032/1263347906501677078 |
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looks pretty clean, hope it gets into the game soon! |
How it behaves now: * if you move the mouse to the left, and `ui_show_vehicle_buttons=true` (default), then the T-pane will show up translucent with the 'Basics' tab open by default but remember which tab you selected. * if you press T, the T-panel will show opaque and open the 'Stats' tab * if you press Cltr+T, the T-panel will show opaque and open the 'Commands' tab, showing the `helptex` texture and commands with descriptions and key combos and an unique in-scene highlight system (both the controls UI and the associated command beams on the vehicle are highlighted bright yellow). * The T-panel (both opaque and translucent) has an extra tab 'Diag' which contains skeletonview toggles. How it behaved previously: * if you move the mouse to the left, and `ui_show_vehicle_buttons=true` (default), a "Buttons UI" would appear - `GUI_VehicleButtons` by Tritonas00 - just buttons with tooltips, no text, custom light/command buttons just numbered without descriptions. * Pressing T would show up stand-alone stats side-panel `GUI_SimActorStats` * Pressing Ctrl+T would show up standalone window `GUI_VehicleDescription` with description text, authors, and commands with descriptions and key combos. * Diagnostic views (skeletonview) was controlled from TopMenubar/Tools menu, `GUI_TopMenubar`, taking signifficant amout of vertical space.
2 problems: * Command update code in GameContext.cpp - `GameContext::UpdateCommonInputEvents()` was botched and didn't handle keyboard. * The line-hover highlight in GUI_VehicleInfoTPanel.cpp was actually blocking mouse input to the buttons.
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I swear UIs are the worst time hog. So many details to tweak. Removing the empty sections from Basic tab will be a bit laborous (to factor out visibility check logic from the draw funcs) but otherwise straight forward. The strange column resizing is an imGUI quirk, I've already forced static column width but this remains, there's no option to disable it without killing the tabs and buttons. I guess I'll just ditch the columns as I did with the Commands tab. |
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Discord feedback: https://discord.com/channels/136544456244461568/189904947649708032/1288325355303731252 I crammed the lines so that the panel doesn't leak out 1366*768 window, and aligned the values to the right with automatic split to 2 lines when the value is too long (like Current speed: on the screenshot) Note the 0.0 engine outputs aren't a bug, I used mousegrab to attain the velocity, engines were off. UPDATE: Additionally I only display speed in 'mph' or 'km/h' depending on |
problem: The starter key doesn't appear until after the engine is running
It looked like this at the beginning, then I had to change the drawing method for technical reasons and for lack of time I made it worse looking. Now it both looks as it should and works.
I've merged the fragmented vehicle info windows and settings into one:
How it behaves now:
ui_show_vehicle_buttons=true
(default), then the T-pane will show up translucent with the 'Basics' tab open by default but remember which tab you selected.T
, the T-panel will show opaque and open the 'Stats' tabCltr+T
, the T-panel will show opaque and open the 'Commands' tab, showing thehelptex
texture and commands with descriptions and key combos and an unique in-scene highlight system (both the controls UI and the associated command beams on the vehicle are highlighted bright yellow).The basics view (on mouse hover):
Commands view (Hotkey Ctrl+T) - with a highlight:
The diagnostic options: