Question about fullscreen mode

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trevor
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Question about fullscreen mode

Post by trevor »

Ok, I think I'll do full screen next. Couple questions for you guys on usage.

It seems like there should be two versions of full screen: View only (for projector-like setups), and minimal player view. I imagine that when you have a projector, the ONLY thing you want visible is the map, and since it's purely a view, you don't really need any toolbars, side bar, or borders. With player mode, I imagine that you still want some minimal form of toolbar and menubar, and potentially the left bar (toggle-able).

What do you all envision full screen mode to be/do ?
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Re: Question about fullscreen mode

Post by chrobry »

trevor wrote:Ok, I think I'll do full screen next. Couple questions for you guys on usage.

It seems like there should be two versions of full screen: View only (for projector-like setups), and minimal player view. I imagine that when you have a projector, the ONLY thing you want visible is the map, and since it's purely a view, you don't really need any toolbars, side bar, or borders. With player mode, I imagine that you still want some minimal form of toolbar and menubar, and potentially the left bar (toggle-able).

What do you all envision full screen mode to be/do ?

Well for me, since I use a project type setup, the ideal would be just map and nothing more. No boarders nothing. The more realestate I can use the better.

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Post by giliath »

Full screen should definitely remove everything.

For the minimal player view, we should probably just make everything togglable. Not tie it to the full screen mode and instead add checkboxes in the View menu for things like the Menu and Toolbar in addition to the things that are already hideable.
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Post by RPTroll »

I think something like microsoft (gag) powerpoint where a menu option allows you to go full screen with nothing else visible but the map. Hitting escape takes you back to 'normal' mode.
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trevor
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Post by trevor »

Yeah, I thought about the "escape" key, but unfortunately it is in use to take you back to the pointer tool.

Which reminds me, we also need to put quickkeys for each of the tools.
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jay
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Post by jay »

Would that matter since the tools are not visible?

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Post by trevor »

The tools may be invisible, but that doesn't make them stop working.
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Post by Emryys »

trevor wrote:With player mode, I imagine that you still want some minimal form of toolbar and menubar, and potentially the left bar (toggle-able)
How about like in my windows I have it set so that when the mouse hits the bottom of the screen the address bar pops up. This would only be a problem if you have scrolling screens, so in order to scroll you could hold down the 'CTRL' key.
Hit the top and the menus appear, hit the left and the left bar appears, hit the bottom and the chat appears... hit the right and all GM powers revert to you ;)
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trevor
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Post by trevor »

That's kinda what I was thinking, what do you others think ?
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Post by RPTroll »

I think that would work.
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trevor
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Post by trevor »

Ok, I've got the fullscreen code working. You can ALT-ENTER to toggle full screen and windowed.

However, there is an unfortunate side effect that all the short cut keys stop working. This is because they are registered with the frame that contains the menu, which is not what is used when going full screen.

So, I'll be making some tweaks to get that all working again. But it's coming along nicely.
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Post by Emryys »

Need... build... all the talk of candy... causing... blackouts...
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Post by RPTroll »

If the other keys aren't working, does that mean the escape key isn't working either? If so, could you use that rather than the alt enter. Its a bit more intuitive.
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Post by trevor »

Emryys wrote:Need... build... all the talk of candy... causing... blackouts...
We should be releasing 1.0 this weekend, depending on when giliath gets into action :)

Then starting next week I'll start the regulary weekly-ish builds.
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trevor
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Post by trevor »

trevor wrote: However, there is an unfortunate side effect that all the short cut keys stop working. This is because they are registered with the frame that contains the menu, which is not what is used when going full screen.
Ok, figured out the extra one line of code to keep the keystrokes working. Will get it integrated tonight. Neat !
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