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Modern user interface #125
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I'll try and get some mockups done... How are textures and icons looking, can they be integrated too? |
yes |
Yes, this is how I had it in mind. Although I'm not sure of the right "quick tools" should be used for extra settings as well.
Nah I just said that it's theoretically possible, but I don't think we should allow the menu to be opened in the main menu
With LoTAS 3 I scaled it with the gui scale and some heavy floating point math. I ended up having stupid annoyances with 1% sometimes being 1 pixel vertically and 2 pixels horizontally, or text scaling weirdly. I don't really think we need to go through all that trouble just to support LoTAS when it's in it's 854x480 non-fullscreen window. Not like anyone uses that anyways... |
Also I would like to add that I don't want to go for the minecraft-style of gui. I want something like I had previously with LoScreens and feel free to do it in Minecraft TAS blue instead of green. |
New OpenGL rendered GUI for LoTAS 3.0
Limitations
While everything is possible due to having OpenGL access, I wanna make this as simple as possible so I'm putting up these loose restrictions:
Goal
The goal of the GUI is to give the user access to all LoTAS features using a handy overlay. The screen can be opened anywhere, in-game, escape menu, main menu. The menu is split into following parts:
The menu has to be expandable, meaning if we add future mods in the future, it won't be a problem and we can easily shift one or two elements to make room. The mods currently available are these:
In the future I would like to have these 2 mods as well:
Mods that are removed from LoTAS 1 due to literally never being used:
Mods that need to be rethought:
After this
Once the GUI has been made maybe I'll find more motivation to add new mods and fix the old ones... Technically LoTAS can be released at that point already but I'm not sure that's a good idea.
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