Carlos
November 14th, 2020, 20:19
Summary: Play->Erase removes nothing or more than the space clicked
Ruleset(s): Dungeons & Dragons (5E)
New Campaign / FGC Migrated Campaign: New campaign for testing.
Extensions/Themes: None.
Modules Loaded: None.
Operating System / Language Setting: Windows 10, English (United States)
Latest version: v4.0.1 ULTIMATE (2020-11-11)
The same defect is present in Play->Drawing, or Paint->Line. For the sake of the report we present only the Play->Drawing example.
The same defect applies to all drawing operations that are implemented as drawn splines between vertexes.
Steps to Reproduce:
Create a new map.
Turn on grid.
Select Play->Drawing
Click once on a square in the CENTER
Move the mouse 10 squares to the right.
Double click in the CENTER to end the line.
Select Play->Erase Drawing.
5 squares LEFT of the most RIGHT square click on the CENTER of the square.
Click on the LEFT most square.
Expected behaviour:
[LIST]
A line 10 squares wide is drawn.
The first use of the eraser erases a piece of the line in the middle.
The second use of the eraser erases a LEFT-most piece of the line.
Observed behaviour:
A line 10 squares wide is drawn.
The first click of the eraser does nothing.
The second click of the eraser erases the whole line.
Notes:
Users of an eraser expect that the drawn line is erased at the point the circular space of the eraser is applied and clicked.
The eraser appears to be working against the hidden placed vertexes for the polyline. This doesn't matter though the implementation is just a hidden detail. The eraser should patch in two new vertexes ahead and behind it, and remove the line between the erased areas. It should not simply act as a "vertex delete" operation since that violates user expectations about the operation of an eraser where clicking erase does nothing if you miss a hidden vertex.
Some might argue that it's useful to draw a square and be able to erase whole edges with the erase operation. I don't disagree with you, but in that case you must promote the vertex to a visible element that the UI can manipulate (like the GM can do with LOS). From a UI perspective it seems easier to treat things as-if they were just painted lines and have the size of the eraser decide what gets erased.
Ruleset(s): Dungeons & Dragons (5E)
New Campaign / FGC Migrated Campaign: New campaign for testing.
Extensions/Themes: None.
Modules Loaded: None.
Operating System / Language Setting: Windows 10, English (United States)
Latest version: v4.0.1 ULTIMATE (2020-11-11)
The same defect is present in Play->Drawing, or Paint->Line. For the sake of the report we present only the Play->Drawing example.
The same defect applies to all drawing operations that are implemented as drawn splines between vertexes.
Steps to Reproduce:
Create a new map.
Turn on grid.
Select Play->Drawing
Click once on a square in the CENTER
Move the mouse 10 squares to the right.
Double click in the CENTER to end the line.
Select Play->Erase Drawing.
5 squares LEFT of the most RIGHT square click on the CENTER of the square.
Click on the LEFT most square.
Expected behaviour:
[LIST]
A line 10 squares wide is drawn.
The first use of the eraser erases a piece of the line in the middle.
The second use of the eraser erases a LEFT-most piece of the line.
Observed behaviour:
A line 10 squares wide is drawn.
The first click of the eraser does nothing.
The second click of the eraser erases the whole line.
Notes:
Users of an eraser expect that the drawn line is erased at the point the circular space of the eraser is applied and clicked.
The eraser appears to be working against the hidden placed vertexes for the polyline. This doesn't matter though the implementation is just a hidden detail. The eraser should patch in two new vertexes ahead and behind it, and remove the line between the erased areas. It should not simply act as a "vertex delete" operation since that violates user expectations about the operation of an eraser where clicking erase does nothing if you miss a hidden vertex.
Some might argue that it's useful to draw a square and be able to erase whole edges with the erase operation. I don't disagree with you, but in that case you must promote the vertex to a visible element that the UI can manipulate (like the GM can do with LOS). From a UI perspective it seems easier to treat things as-if they were just painted lines and have the size of the eraser decide what gets erased.