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Editor: in View Editor when frames have multiple icons and/or zoom is low enough, then the icon position gets messed up #2904

@ivan-mogilko

Description

@ivan-mogilko

Problem

If there are multiple indicator icons for a frame and/or zoom becomes low enough, then the frame icons + delay text occupy too much space in summary, and are displayed outside of the frame's region. If multiple frames have these indicators, then they get completely messed up together, which defeats their purpose.

Steps to reproduce

  1. Open a View Editor, select few consecutive frames, and set both sound and delay. For a more noticeable effect input a multi-digit delay.
  2. Move zoom slider, lowering the scale down.
  3. Observe the problem.

Suggestion

I suppose that for a default zoom (100%) or higher the frames may actually be arranged with the total icon widths added to calculation: which means that the editor will space the frames by either frame's width or total icon's width, whatever is greater. Since calculating every single frame's icons may be sub-optimal (and lead to inconsistent results), so perhaps editor could use some arbitrary fixed size, like a sum of all possible icons + width of 2 digits of delay text.

For the lower zoom (< 100%) perhaps it will be easier to just hide icons completely. Alternatively, we may first hide the delay text and display icon only, which would make the icon bar quite smaller already. And finally, if the icon bar is too big for a very small zoom level, then hide the icons.

To summarize, my proposal is this:

  1. 100% zoom and above: use a sum of all possible icons + width of arbitrary chosen 2 digits of text as a minimal frame spacing value.
  2. < 100% zoom: don't count icon widths when spacing frames. Hide display text and only display icons, if that is still bigger than the frame spacing on a given zoom level, then hide icons completely.

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    context: ui/uxtype: bugunexpected/erroneous behavior in the existing functionalitywhat: editorrelated to the game editor

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