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Increase missions menu UI size #78806

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Kilvoctu opened this issue Dec 28, 2024 · 5 comments · May be fixed by #78811
Open

Increase missions menu UI size #78806

Kilvoctu opened this issue Dec 28, 2024 · 5 comments · May be fixed by #78811
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<Suggestion / Discussion> Talk it out before implementing

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@Kilvoctu
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Is your feature request related to a problem? Please describe.

The missions UI is too small when on lower terminal size, making it difficult to read mission information.

Solution you would like.

Ensure the UI is of a reasonable, usable size when on small terminal.

Describe alternatives you have considered.

No response

Additional context

This is how the UI currently looks at a terminal size of 80x30
Screenshot 2024-12-27 224036

It could be a simple 2-line fix to have the missions UI fill the screen...
Screenshot 2024-12-27 225220
..however, I see this commit 5ea3908 purposely reduced the size of the window, which I guess because someone didn't like dead space on larger terminals?

I'm not sure how people would want to handle this.

@Kilvoctu Kilvoctu added the <Suggestion / Discussion> Talk it out before implementing label Dec 28, 2024
@moxian
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moxian commented Dec 28, 2024

..however, I see this commit 5ea3908 purposely reduced the size of the window, which I guess because someone didn't like dead space on larger terminals?

Yes, because mission window covering your entire screen is ugly when your screen is big. It stops being a "window" and looks bad. Current pocket settings behavior is a good example of this (and it looks bad).

I'm not sure how people would want to handle this.

Come up with a good minimal size and do something like

size_t window_width = std::clamp( 123, TERMX / 2, TERMX );

so that the window tries to be 123 chars wide, but if that pushes it below half-screen or above full-screen then it gets bumped to that.

(sidenote, I'm unsure why is that code working with size_t and TERMX / TERMY instead of floats and ImGui::GetMainViewport()->Size.. I guess the answer is "because nobody changed that yet" and that's not a deliberate design decision)

@Kilvoctu
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Kilvoctu commented Dec 28, 2024

The minimum terminal size is 80x24, so those are good values to use if we want to scale any given window down to a minimum.
One alternative is how the inventory Item Info window is done. That one appears as if it's 80 characters wide regardless of the terminal size.

In the past, UI stuff was generally developed and tested to be playable on minimum size; or at least people making PRs were advised to do so. I don't know if this philosophy changed at some point; feels like it should be reconsidered if so. I play on both extremes; a 4K screen and a tiny 480p screen.

@Kilvoctu Kilvoctu linked a pull request Dec 28, 2024 that will close this issue
@RenechCDDA
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(sidenote, I'm unsure why is that code working with size_t and TERMX / TERMY instead of floats and ImGui::GetMainViewport()->Size.. I guess the answer is "because nobody changed that yet" and that's not a deliberate design decision)

Person who made it cargo culted in-repo code and does not understand the six different ways to calculate screen size.

@Kilvoctu
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Yes, because mission window covering your entire screen is ugly when your screen is big. It stops being a "window" and looks bad. Current pocket settings behavior is a good example of this (and it looks bad).

Oh yea that looks pretty bad. This is the first time I've seen this.
Screenshot 2024-12-28 044142

I only used pocket settings once, on my mobile device. I didn't know what it was trying to show me so I never used it again lol... (It basically looked like this)
Screenshot 2024-12-28 044119

@Brambor
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Brambor commented Dec 28, 2024

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@Kilvoctu @moxian @Brambor @RenechCDDA and others