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Increase vault size to 18x20 and rework main form #37

Merged
merged 5 commits into from
Dec 23, 2017
Merged

Increase vault size to 18x20 and rework main form #37

merged 5 commits into from
Dec 23, 2017

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epinter
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@epinter epinter commented Dec 16, 2017

tqvault_screenshot2
tqvault-screenshot1

@EtienneLamoureux
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This is pretty amazing. I'll bump the minor version at least.

@epinter
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epinter commented Dec 17, 2017

I tried to keep the screen height shorter as I could... This was the best way I found to increase the size. Every other way I tried, I ended up trading 50px of height for 8 lines of vault...

@NorthFury
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Nice work epinter. There is one problem that I can see. A lot of laptop displays have lower resolutions then the 910 that is the default with this size.

@epinter
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epinter commented Dec 21, 2017

I made some tests, didn't found better way... It's possible to reduce a bit (like 50px or 80px, but didn't worth it). I think it's not so critical because we can trust the scaling.

@epinter
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epinter commented Dec 21, 2017

Also, I don't think we should avoid the increase because users limited to 768px... The majority certainly isn't this kind of user. With scaling they still be able to use...

@NorthFury
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There is a way to reduce it by a lot more but I think it's a bit more involved. It would require putting the Inventory Area as a new tab next to Equipment/Transfer Area/Storage Area. The other solution that I've seen is having a toggle between inventory and the rest (not so pretty).

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epinter commented Dec 21, 2017

Maybe we could reduce the "default scaling", don't know if it's easy to implement...

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epinter commented Dec 21, 2017

I think we don't need to worry, TQVault already scale automatically when screen is smaller:

else if (Screen.PrimaryScreen.Bounds.Height < this.Height)

@NorthFury
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It doesn't take the taskbar into consideration but you are right. It does fit to max height.

I'm looking now to see how much of a pain it would be to put the inventory as a tab.

@epinter
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epinter commented Dec 21, 2017

Wouldn't be confusing to switch inventory using a tab ? We can change the calc to reduce the scale.

like:

this.ScaleForm(((Convert.ToSingle(Screen.PrimaryScreen.Bounds.Height) / Convert.ToSingle(this.Height))*0.95, false);

The current scaling would be (768/910) = 0.84 or 764px

Reducing (with *0.95), the new size would be 719px

@NorthFury
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I don't think it would be confusing. Everything related to a player is in the tab view. the stash and the transfer stash are already there. The only thing that would change is adding the inventory and inventory bags to one new tab. Here is a rough sketch:
inventory

@epinter
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epinter commented Dec 21, 2017

Personally, when I look this sketch, there's something that is not in the right place... I think the player inventory, storage area and transfer area are things we whould left the visual like they are in game...

The scalling adjust on lower resolutions should work. What you think ?

@NorthFury
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I agree with relying on scaling. As an added bonus. if we keep the height of the vault to 20 squares, it will be compatible with the TQVault XL files that some people are using already. Here are some screen-shots from the XL version.
1
2
3

@NorthFury
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Looking at the screenshots I just posted I got inspired. We could get a bit of height by removing the char/vault name labels and using the combo boxes for the name of the selection. The labels seem redundant anyhow. The information is already displayed. What do you think?

@epinter
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epinter commented Dec 21, 2017

To be honest, I think the scaling adjust is necessary even if we change the interface to any other way.

So I will add one commit with the change. I think we can merge this if everything works fine. And if we find a better way to place the panels, we can change in the future.

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epinter commented Dec 21, 2017

I tried to remove the labels. To be honest I prefer without the redundant labels, but I left then to avoid radical changes (more).

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epinter commented Dec 21, 2017

Commit added, can you test for me ? I don't have visual studio here atm.

@NorthFury
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Interestingly enough, on the first run the UI seems to be scaled down but not the window. On the second run all look good.

@NorthFury
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This is a better fix:

this.ScaleForm(Convert.ToSingle(Screen.PrimaryScreen.WorkingArea.Height) / Convert.ToSingle(this.Height), false);

@epinter
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epinter commented Dec 21, 2017

OK, done. :)

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epinter commented Dec 21, 2017

Ready to merge

screenshot

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nice work

@NorthFury
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@EtienneLamoureux seeing how you already approved the redesign, I'll merge this later today in order to draft a new release.

@NorthFury NorthFury merged commit 6d61967 into EtienneLamoureux:master Dec 23, 2017
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3 participants