Lay the spell buttons out in two rows so the last ones fit on screen - #29
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Lay the spell buttons out in two rows so the last ones fit on screen#29Upabjojr wants to merge 1 commit into
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The spells tab put its ten buttons in a single row of 60 pixel squares running out to x=700. The pane they live in is the window width minus the 200 pixels of minimap, so at the 800 wide minimum window it is 600 pixels across, and the last two spells, Weakness and the Eye of Evil, hung past its right edge where they could be neither seen nor clicked. Only a window at least 900 wide showed the whole row, and nothing said so. The rooms tab solved the same problem long ago: two rows of 40 pixel buttons. The spells tab now uses the same shape, five spells to a row, ending at x=300 with room to spare at any size the game accepts. The cooldown bar inside each button now covers exactly its button too, instead of overhanging 20 pixels on both sides, which with narrower buttons would have bled half way across the neighbours. The rooms tab had the tail of the same bug: the temple and portal buttons the editor uses sat at x=570 to 690, past the same edge. They join the end of the second row instead. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> (cherry picked from commit 10db1cb)
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Actually the buttons needs not to be made smaller but bigger in general. Such small resolutions was never the target for gameplay, rather an opportunity for a user to setup larger resolution via settings. |
Author
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There is not enough space for all buttons if they are large. |
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The spells tab put its ten 60px buttons in a single row running out to x=700, so at the 800-wide minimum window the last two spells hung past the pane's right edge where they could be neither seen nor clicked. The tab now uses the rooms tab's shape: two rows of 40px buttons, fitting at any accepted window size. GUI layout files only. One commit.
Split out of #16 so each topic can be reviewed on its own. Merging all of the split PRs reproduces the tree of #16 exactly.
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