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View Full Version : About that Empty space above maps when Images are Maximized...



Vass_Dts
February 13th, 2024, 21:16
When an image is maximized by one step, there is an empty space (highlighted in the attached image in green).

I understand this is to accommodate the portraits in the upper left. And more specifically so that the portraits don't get in the way of the Token Highlight that appears in the upper left corner of a map when we hover over a token.

It's not... ideal. :P

That empty space does not look good and it cuts down on my map real-estate. Furthermore, what about when we decide to move the Portrait-panel? That space continues to be empty for no reason.

Now, it's true that Fully Maximizing the image will make that emptiness go away, but as that would hide the chatbox and sidebar it would not really work for actual play. (I personally use that level of maximize when I build maps--it's actually handy there--but other than that it's not really useful)

Might I suggest moving to the Token Highlight to the upper Right instead? On in the bottom right, above the map pan/zoom controls? And then have the image fully expand upwards like it used to.

On a somewhat related and unrelated note: Why is it that first step mazimize doesn't take over the entire desktop and the Chatbox and sidebar hover over it? I always felt that would look much, much better.

LordEntrails
February 13th, 2024, 21:35
Gotta agree with this feedback. I too always use the first step image maximize and move the portraits to the lower right to avoid the highlighted token issue. Would totally solve that if the token highlight were top right. Would hate not to have the map take up that row of space.

Moon Wizard
February 14th, 2024, 01:25
That area is being reserved for an upcoming change that will increase the usage of that area across the top to fill even more space, which will interfere with not only hover graphic, but toolbar as well. We'll re-evaluate once that has been released. The plan is to do it during the beta testing, but it's still being finalized.

Regards,
JPG

LordEntrails
February 14th, 2024, 02:06
Got it, thanks :)
Looking forward to what's coming!

MaxAstro
February 18th, 2024, 23:49
On a somewhat related and unrelated note: Why is it that first step mazimize doesn't take over the entire desktop and the Chatbox and sidebar hover over it? I always felt that would look much, much better.

Regardless of what that upper space is going to be used for, I would like to second the wish for a mode where the image takes over the whole desktop and all other UI elements hover over it.

Vass_Dts
February 19th, 2024, 01:28
Regardless of what that upper space is going to be used for, I would like to second the wish for a mode where the image takes over the whole desktop and all other UI elements hover over it.

I was about to post a comment to your thread, but then I noticed your post here. :)

One of the Devs was over the FG Academy discord the other day, and we and the lads had a brief conversation about how we prefer the map functionality be like. The map beneath the chatbox and sidebar wish was mentioned. The response was "it's in my notes," by which I infer that even though they do not necessarily commit to such an option, it is something they are considering.

Also, like you, I greatly lament the loss of space. I retain and a wait-and-see stance until I see what features will take that space. It is my personal--and possibly inaccurate--assumption that the maximize image mode is currently in a bit of flux.

MaxAstro
April 21st, 2024, 18:08
Is the ability to turn the player list into a combat list the mysterious thing that the upper screen space is being reserved for?

Because I definitely have no plan to ever use that feature and would really like the screen space back. T_T

Jiminimonka
April 21st, 2024, 20:01
60629
What gap? Increase the map size 2 steps.

Zacchaeus
April 21st, 2024, 20:18
Is the ability to turn the player list into a combat list the mysterious thing that the upper screen space is being reserved for?

Because I definitely have no plan to ever use that feature and would really like the screen space back. T_T

This is an old thread and there isn't a gap above the image any more.

MaxAstro
May 5th, 2024, 18:14
This is an old thread and there isn't a gap above the image any more.

Or more accurately - there still is but another in-between step was added that uses the full space.

Thank you so much whoever added that back!!

SylvanSnake
May 28th, 2024, 05:24
Personally, I would like to see a better implementation of the character portraits panel anyway. Since most people play on 16:9 monitors (or multiple displays side by side) these days, the chat window should be fully adjustable and movable and the character portrait panel should have a switch for horizontal or vertical mode. This way, we could line up the portraits next to the chat window and put them closer to the center of our view, while also allowing us to maximize the map in more of a square shape for ease of viewing without cutting off important parts of the UI.

LordEntrails
May 28th, 2024, 05:39
Personally, I would like to see a better implementation of the character portraits panel anyway. Since most people play on 16:9 monitors (or multiple displays side by side) these days, the chat window should be fully adjustable and movable and the character portrait panel should have a switch for horizontal or vertical mode. This way, we could line up the portraits next to the chat window and put them closer to the center of our view, while also allowing us to maximize the map in more of a square shape for ease of viewing without cutting off important parts of the UI.
This thread is in the Laboratory forum. It's really only applicable when an upcoming version is in the public test build channel. Your suggestion would best be placed on the Feature Request list and then probably a referenced discussion thread started in the commons.

SylvanSnake
May 28th, 2024, 05:49
This thread is in the Laboratory forum. It's really only applicable when an upcoming version is in the public test build channel. Your suggestion would best be placed on the Feature Request list and then probably a referenced discussion thread started in the commons.

I'm aware of that. I only mentioned it here, because it's related to the original post of this thread and the subsequent comments regarding screen space management. I will probably add it to the feature request list later. I wanted to offer my ideas in the context of an ongoing discussion, instead of simply adding it to a list of suggestions with no supporting context.

Vass_Dts
May 28th, 2024, 07:05
Personally, I would like to see a better implementation of the character portraits panel anyway. Since most people play on 16:9 monitors (or multiple displays side by side) these days, the chat window should be fully adjustable and movable and the character portrait panel should have a switch for horizontal or vertical mode. This way, we could line up the portraits next to the chat window and put them closer to the center of our view, while also allowing us to maximize the map in more of a square shape for ease of viewing without cutting off important parts of the UI.

The chatbox is already fully adjustable and movable BTW. An option for vertical portraits does sound cool.

SylvanSnake
May 28th, 2024, 07:13
The chatbox is already fully adjustable and movable BTW. An option for vertical portraits does sound cool.

Really? I can't move my chatbox at all. It automatically scales with the size of my FGU window and can't be changed.

superteddy57
May 28th, 2024, 07:34
To adjust it's size you would need to unlock it by right clicking on the frame and choosing 'Unlock Position'. This will make it able to be adjusted like any other window.

SylvanSnake
May 28th, 2024, 07:37
To adjust it's size you would need to unlock it by right clicking on the frame and choosing 'Unlock Position'. This will make it able to be adjusted like any other window.

I never knew that. Probably because it doesn't function like the other UI elements where you hover over them to make the padlock appear. Some uniformity would be nice. ;)

Zacchaeus
May 28th, 2024, 08:37
I never knew that. Probably because it doesn't function like the other UI elements where you hover over them to make the padlock appear. Some uniformity would be nice. ;)

It's initially locked in place and the extra steps are deliberate because the chatbox is vital for making rolls and needs to be on top of other windows for that reason. Making it like any other window would mean it could disappear under other windows.

Trenloe
May 28th, 2024, 13:22
I never knew that. Probably because it doesn't function like the other UI elements where you hover over them to make the padlock appear. Some uniformity would be nice. ;)
The chatbox is a desktop panel in terms of the FG architecture, which is essentially an embedded sub-window within the overall descktop window. These don't work exactly the same as normal windows and are usually "locked", but can be moved (and some resized) when unlocked. For example, the modifier stack, the desktop dice, the tower (if shown) can all be unlocked and moved.

Some info on desktop panels can be found in the Wiki here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996645521/panel