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View Full Version : Feature idea: "toolbar" or "dockbar" for minimised icons



Lo Zeno
July 9th, 2025, 14:47
Link to Feature Request (https://www.fantasygrounds.com/featurerequests/featurerequests.php?titlesearch=Minimise%20windows %20to%20a%20%22toolbar%22%20in%20the%20V)

This is admittedly not a very high priority thing to request, but it's an idea to improve the usability and familiarity of FGU, which has value.
Several times my players have pointed out that the way "minimising" windows works in FGU is not very user friendly, the reason being that the white bubbles it creates are hard to see against other pictures (e.g. if the original window was floating above a sepia-colored map, as is common when playing D&D 5E published modules), and the icons are not enough to identify quickly WHAT each minimised bubble represent - each icon represent a window category, e.g. Module, Image, Character, Spell, etc but the same icon is often reused for multiple categories (e.g. Spell, Feat, Class and Module all use the same icon of a stack of books, PC and NPC all use a white skull...). Another problem is that when minimising a window for the first time it makes the bubble float at the point that corresponded to the top left corner of the window, meaning that minimised bubbles are first "scattered"; after the first time, instead, they retain the memory of where they were positioned the first time.

One way that would make it better would be if they behaved more like Windows' Taskbar, or, perhaps more appropriate for FGU, like MacOS's dockbar:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64773&stc=1&d=1752068092
AKA, a lock-able area, similar to the one used for dice, where the bubbles would appear when a window gets minimised the first time. In this area the bubbles would appear sequentially, for simplicity (the leftmost bubble is the one that was minimised first, the second was minimised second, and the rightmost bubble would be the last window to have been minimised).
Ideally, when possible the bubbles would not use the white default icons but would use more meaningful pictures, for example when it's a reference book it could use the icon that's already used for the module in the Modules window, a map could use an icon derived from the map itself, characters and NPCs could use the Token image as bubble icon:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64774&stc=1&d=1752068298

And, again ideally, when a bubble is un-minimised to its full window, the "dockbar" would rearrange the icons to avoid leaving blank spaces in the row of bubbles:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64775&stc=1&d=1752068476

What would be the point of this redesign?
The fact is that people have gotten used to how minimising windows work in the main OSes (Windows, Mac, KDE and Gnome on Linux) where they more or less work the same way, with minor differences. Windows 8, back in the day, proved that changing paradigm on this is hard and is met with hostility by the users. IMHO, the way FGU handles minimising windows is more confusing than useful, and leads to wasting time to rearrange the bubbles, which might not sound like a big deal but when DMing with lots and lots of windows to open and close it's actually fairly annoying. A default bar with meaningful icons would make things predictable, organised, clean, and easy to use.

Obviously, a full-fledged dock/taskbar would be a lot more complicated and feature-rich than what I described, but I think that this would be already a great step forward. And even more obviously, this is not directly related to running an RPG so it probably looks like a very low-priority thing to ask, still I think it would be valuable.

64773

anstett
July 9th, 2025, 15:14
I like this idea as an expected UI.

But what is the functional difference between this and dragging the icon to the hotkeys?
I do that with maps, npcs, books, etc then close them. It leaves a clean desktop that I can open and close commonly used things to.

For an npc, I drag to the hotkey, use for the session(s), then delete if done.

Lo Zeno
July 9th, 2025, 15:31
I like this idea as an expected UI.
But what is the functional difference between this and dragging the icon to the hotkeys?
Functionally? That the hotkeys are used for a miriad of things, not just shortcuts to windows: attack rolls, damages, effects, healing - it's left to the user to organise as it's a place of customisation to speed up the game, not a place dedicated to minimised windows.
When you drag the window to the hotkeys you are not using the "minimise" button, you're closing and opening the windows as you need them - so it's a whole different thing. Hotkeys also require you to manage key combinations (Ctrl, Alt, etc) which is always less intuitive than a graphical UI that behaves as people expect.

Can the two have overlapping use cases? Sure. Multiple things do, in FGU and outside. There's always at least two ways of doing something (e.g. you can drag your attack roll to a token to execute an attack, or you can target and then click the attack button - both ways achieve the same result), but in this case the usability gain is the selling point.

Egheal
July 10th, 2025, 20:17
Nice idea. There is a problem though. Minimized icons are not retained when the session is exited and restarted. You have my vote.

Lo Zeno
July 11th, 2025, 09:42
There is a problem though. Minimized icons are not retained when the session is exited and restarted.
True, and I know you've already started a separate discussion about it, that's why I did not touch that in my description. Obviously a feature like a dockbar would make retaining minimised icons between sessions even more important.