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[cube]On >100% GUI Sale, FPS/UPS counter overlaps with minim

Posted: Wed Apr 13, 2016 1:57 am
by causeway1
So I have researched this for a few day and have not found anything on these forums yet. Not want to post as a bug as if it is only my self having this problem I will have to deal with it. But am looking for a work around in the config if anyone can help. Seems the height is throwing off the FPS/UPS counter for some reason. I have 2 screenshots here 1 is full screen windowed mode. The other is windowed and about 2 inches tall or so. I have messed with the GUI setting both ways and neither helps.

Re: FPS/UPC counter @3840 x 2160 res. 4k @ 60hz

Posted: Wed Apr 13, 2016 1:59 am
by causeway1
wow sorry for the large scrollable images they cam straight from my screenshot

Re: FPS/UPC counter @3840 x 2160 res. 4k @ 60hz

Posted: Wed Apr 13, 2016 6:22 am
by Koub
[Koub] Moved to technical help. Will move to bug report if it is a bug :)

Re: FPS/UPC counter @3840 x 2160 res. 4k @ 60hz

Posted: Wed Apr 13, 2016 10:56 am
by Zeblote
Koub wrote:[Koub] Moved to technical help. Will move to bug report if it is a bug :)
It is a bug - the fps counter has a fixed position, so if you use a higher gui scale than 100% the map (also fixed to the right) will start to overlap it.

Re: FPS/UPC counter @3840 x 2160 res. 4k @ 60hz

Posted: Wed Apr 13, 2016 11:00 am
by Koub
OK I'll move it to bug reports and change the topic subject to clearly state what's the problem
[Koub] Topic moved to bug reports

Re: On >100% GUI Sale, FPS/UPS counter overlaps with minimap

Posted: Wed Apr 13, 2016 11:20 am
by causeway1
Thanks for the help thus far guys.

Re: On >100% GUI Sale, FPS/UPS counter overlaps with minimap

Posted: Fri Apr 22, 2016 6:20 pm
by Klonan
Thanks for the report,

This is a bug i guess

Re: [cube]On >100% GUI Sale, FPS/UPS counter overlaps with minim

Posted: Tue Apr 26, 2016 1:45 pm
by causeway1
Thanks for the response. When I posted this I was not sure if this was a me problem or a tech issue or a bug. If there was a work around or only fix was to change my res back to 1920 x 1080 every time i wanted to play. Either way thanks again.
Also not sure if it was clear but i did try to rescale the gui both ways and all points inbetween.

Re: [cube]On >100% GUI Sale, FPS/UPS counter overlaps with minim

Posted: Tue Apr 26, 2016 3:00 pm
by cube
Fixed for 0.12.31, together with two other high DPI related issues.

Re: [cube]On >100% GUI Sale, FPS/UPS counter overlaps with minim

Posted: Fri Apr 29, 2016 2:36 am
by JasonC
cube wrote:Fixed for 0.12.31, together with two other high DPI related issues.
Is there any way you could give more details about:
changelog wrote:Fixed several GUI problems on high DPI displays
Because buttons and checkboxes were already quirky, and 0.31 seems to have made it even stranger. There's at least 3 or 4 things that directly affect the success of the techniques in that guide, which I'd like to update for the next stable release if things are changing. I haven't experimented yet to get a good handle on it, but to name a few, checkbox backgrounds don't seem to be predictably sized any more and are no longer centered, check images are no longer centered, check image scaling quality is significantly worse, and a few other things.

What I'm hoping happened is that some of the checkbox/button style properties that previously had no effect (in particular, those related to borders and scaling) either have an effect now, or have different default values, and my habit of keeping things minimal and not including keys with no effects is manifesting a lot of these changes. In that case it should be easily correctable by adding missing style keys. But still, it's causing issues for GUI's with graphical buttons.

A lot of these things are already undocumented and confusing enough already, I wonder if it's worth the new headaches just to fix the FPS counter location.

Also, not sure if related, but this still exists in .31.

Here's one example; in 0.29:

Image

In 0.31:

Image

Also the Advanced Logistics System GUI renders incorrectly now, as well. Note the tiny icons:

Image

Test mode, too.

This fix seems to have had a lot of odd side-effects. At the very least checkboxes no longer seem to be honoring their width and height settings, which is especially problematic when combined with other GUI elements or dealing with images.

Note all of the above were taken with scale set to default (100%) on a 1440x900 display.

At minimum, I'd really at least like to see an update to the style documentation to reflect all these changes, so we can avoid another full round of experimentation to determine the new quirks after an update.

I can file a proper bug report about this; but I don't have enough information yet. I'm trying to figure out a little more about what's going on before I go through all the experiments again (figuring out 0.29 was not a trivial task, so I'm a little hesitant to jump right in).

Btw, fundamentally this all boils down to buttons not having support for images independent of their borders. You could use a composition for good results regardless of scaling but only text is supported. Or you could draw a button, one pixel at a time, with an image and a border but then you end up with poorly scaled results. So checkboxes are the only way out; they're a hack, but before 0.31 checkboxes were the only way to get decent results because they didn't support scaling. Scaling them might be the right thing in theory (although it still doesn't seem to be behaving correctly looking at the above screenshots), but it takes away any remaining power a mod has to get at least somewhat predictable results with images. I could go on about this forever but something's not right about this change; a lot of other things need to be improved first, I think.

Re: [cube]On >100% GUI Sale, FPS/UPS counter overlaps with minim

Posted: Fri Apr 29, 2016 4:04 am
by JasonC
(PS: It seems checkboxes are scaled now [to about half the size they used to be] but buttons aren't?)