GUI button highlight has wrong size

Discussion in 'Closed bugs' started by D.D.D. Destroyer, Jan 3, 2013.

  1. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,507
    Likes Received:
    111
    Trophy Points:
    0
    In the team and squad selection windows, as far as I could find.

    1. Open any said window
    2. Mouseover any clickable button
    3. The highlighting recktangles are slightly too big on the right
     
  2. Ducky

    Ducky 2D Artist

    Messages:
    158
    Likes Received:
    0
    Trophy Points:
    0
    Hmpf, I guess I'm responsible for that - I'll post adjusted resfiles/gfx for that over the weekend.
     
  3. Brutos

    Brutos Administrator Staff Member Moderator

    Messages:
    3,385
    Likes Received:
    0
    Trophy Points:
    0
    Can you also add some like 1-2px bottom padding to the text inside buttons? I tried to find out myself how to do that, but wasn't very successful.
     
  4. Ducky

    Ducky 2D Artist

    Messages:
    158
    Likes Received:
    0
    Trophy Points:
    0
    The classmenu is using a combined imagepanel/button custom class that didn't provide much customization (and it ignores extra button properties like textinset) - I'll replace them with regular image and button elements, that will allow adjustments.

    I remember the font alignment is a bit tricky with different resolutions (esp. for the now proportinal class menu), where the font scales in steps, but the baseline remains at a fixed bottom offset - I'll try to find a good medium.
     
  5. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

    Messages:
    7,243
    Likes Received:
    13
    Trophy Points:
    0
    In the file "resource/clientscheme.res", under the section "FONTS", you'll find a few "Default" fonts: "Default", "DefaultSmall" and "DefaultVerySmall". I currently don't have access to the code, but the proportional menus use one of these fonts. The parameter "yres" determines the resolutions at which a certain font size is used. I believe I played with the "tall" parameter, which is font size, to get the fonts to play nice with the proportional menus.
     
  6. Ducky

    Ducky 2D Artist

    Messages:
    158
    Likes Received:
    0
    Trophy Points:
    0
    It doesn't have an effect on the font baseline (which is the problem), but might have side effects on other textlabels, so I'd have to add an extra font section just for the class panel - which is the only panel being almost(!) fully proportional and having these scaling issues (see my whining in the testforum).

    Attached are the files for the fixed buttons, zip also includes the fixed minimap icons, which have not yet been commited to svn - someone do this please.

    An issue remains with the info panel (textwindow.res) : The "Manual" and "Forums" button now lack a spaceing between them:
    infopanel.jpg
    To my delight, I found that their alignment from the .res file is overridden code wise (yay), so I cannot fix those buttons.
     

    Attached Files:

  7. Jephir

    Jephir ALL GLORY TO THE JEPHIR

    Messages:
    1,409
    Likes Received:
    6
    Trophy Points:
    0
    Committed emp24_vgui_fix2 in svn #1318

    Fixed button spacing in 8415f04ab1950058e5a266f0cf6110a18221aaf2

    The button spacing is calculated from the screen width and height. I would try to move them to the .res file, but this would require redoing the MOTD panel to be proportional, I think.
     
  8. Ducky

    Ducky 2D Artist

    Messages:
    158
    Likes Received:
    0
    Trophy Points:
    0
    Thanks, I could do some experiments to see how much I can do in the .res about button placement without them being repositioned codewise, if it's still needed.
     
  9. wealthysoup

    wealthysoup Lead Tester

    Messages:
    1,857
    Likes Received:
    0
    Trophy Points:
    0
    What was the fix about the minimap icons?
     
  10. Ducky

    Ducky 2D Artist

    Messages:
    158
    Likes Received:
    0
    Trophy Points:
    0
    The minimap icons for ammo/health/repair requests were some leftovers from the early test version, and they were barely visible on the minimap.
    i.e. the health-request was just a red cross without any outline, and thus invisible on a red (NF) player arrow. Now they have the classic black outline again and can be recognised on the minimap. Also the 3d-repair icon is now less of a white blotch.
     
  11. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    Ducky, do you think you could make some minimap icons that are easier to decipher for vehicles? Someone brought it up in another thread, and it is a fair point. I'm not really sure what though, but you're far more creative than I am.
     
  12. Ducky

    Ducky 2D Artist

    Messages:
    158
    Likes Received:
    0
    Trophy Points:
    0
    I think you mean this?
    Hm, I'll start with doing a distinct APC icon (as Candles said, both icons are using the same graphics), right now I can't image a change that would be an actual improvement (a cluster of floating (and possibly rotated) letters rushing your base seems out of the question). I'd go with a legend under the large popup map, but that would need code support.
     
  13. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    Yeah that thread. The APC vs AFV is probably the main one to be honest, but just do whatever you can.
     

Share This Page