Testers for new menu code needed

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NeuralStunner
 
 
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Re: Testers for new menu code needed

Post by NeuralStunner »

zuzma wrote:It looks like all the option menu sliders shrunk after the merge.
I don't think that was unintentional.
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Re: Testers for new menu code needed

Post by Enjay »

I'm just uploading a build of the trunk-merged code. I've had a quick look at it (the first time I've had a chance to look at the new menu stuff) and I have to say I like what I see. The new mouse support in particular seems very smooth and very natural.
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Re: Testers for new menu code needed

Post by Graf Zahl »

zuzma wrote:It looks like all the option menu sliders shrunk after the merge. You might want to check that. :)

What screen size are you using? I shortened them for small resolutions because they always got cut off.
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Re: Testers for new menu code needed

Post by zuzma »

Oh huh weird, so you did. I was using 800x600 which seems to be one of them that shortens them.
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Re: Testers for new menu code needed

Post by Graf Zahl »

That was not supposed to happen. Seems that one fell right between the cracks. I relaxed the check for shortening them a bit.
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Re: Testers for new menu code needed

Post by Gez »

I ported the menudef code to GZDoom, but the mouse support in menu needs fixing over there. In OpenGL mode, it did not work correctly at all so I just disabled it for the time being. When I let it be enabled, the active zone was rather far above the visible position of the cursor, and upon quitting mouse events would not be captured anymore by the other applications (until reset by using Alt-Ctrl-Del to call the task manager, at least).
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Re: Testers for new menu code needed

Post by Graf Zahl »

Gez wrote:I ported the menudef code to GZDoom, but the mouse support in menu needs fixing over there. In OpenGL mode, it did not work correctly at all so I just disabled it for the time being. When I let it be enabled, the active zone was rather far above the visible position of the cursor,
It didn't work due to a typo in the GetPixelDoubling function of DFrameBuffer which caused all coordinates to be doubled.
Gez wrote:and upon quitting mouse events would not be captured anymore by the other applications (until reset by using Alt-Ctrl-Del to call the task manager, at least).

I have no problems with that. Mouse support is working perfectly fine for me.
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Re: Testers for new menu code needed

Post by Nash »

Very nice! Everything works so far. However, the mouse cursor's size seems to be a little inconsistant between resolutions (speaking of which; how the cursor manages to appear really small and crisp, despite being in 320 x 200 fullscreen intrigues me. Is the low resolution painted onto a high-res canvas or something?).

Anyway, back to the cursor size... in some resolutions, it's really tiny and in some, it's quite large. I play in 1920 x 1200 and it appears super tiny. Can't you make the cursor scaled consistantly just like how the other menu graphics are scaled? A 16 x 16 cursor against a 320 x 200 canvas should look good.
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Re: Testers for new menu code needed

Post by Graf Zahl »

The mouse cursor is just the Windows cursor with a different sprite so its size is a bit limited. And since 320x200 is actually pixelquadrupled on most modern hardware it's nice and small there.

Furthermore, the current cursor is probably not final.
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Re: Testers for new menu code needed

Post by Nash »

Is the cursor drawn differently from the fullscreen graphics? Can't you make it so that the cursor is scaled exactly like the menus? I know even menu scaling isn't the same for every resolution but if the aspect ratio of the cursor's pixels is the same as the menus, I think it'll make the cursor easier to see (and more importantly, will fit perfectly with the size of the menu, whatever resolution it may be in).
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Re: Testers for new menu code needed

Post by Graf Zahl »

The cursor is the Windows system cursor. Zdoom does not draw it. Windows does.
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Re: Testers for new menu code needed

Post by Nash »

Well that's too bad. The cursor is very small in 1920 x 1200 which not only makes it hard to see but also looks odd because the fullscreen menu graphics are very large.
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Re: Testers for new menu code needed

Post by Duducrazy »

i tested the menu with the latest ZDoom revision (r2769[2770]). so far, it looks promising. i've found just one bug: the back button doesn't do anything at all when i click on it while in the Gameplay Options menu.
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Re: Testers for new menu code needed

Post by Nash »

Are you sure? It seems to work for me. I tried every single menu, the back button works in all of them.

Also, found an oddity: in the Player Setup menu, set your name to "Player", then attempt to rename yourself again. You will see some weird garbage text on the screen.

EDIT: Is the selection box meant to infinitely extend horizontally? If I move my mouse all the way to the left or right, then move the mouse vertically, it still seems to be making selections. Shouldn't the selection be limited to only the actual area of pixels that the selection text occupies?

EDIT 2: Setting "Enable mouse" to "No" in the Mouse Options still draws the cursor and you can still move the cursor around. It's non-interactive though.
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Re: Testers for new menu code needed

Post by Graf Zahl »

Nash wrote: EDIT 2: Setting "Enable mouse" to "No" in the Mouse Options still draws the cursor and you can still move the cursor around. It's non-interactive though.

One more time: That's the Windows system cursor with a custom bitmap. Of course it will remain visible.
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