Fix UI/popups background color to use the one set in settings.ini#2726
Fix UI/popups background color to use the one set in settings.ini#2726themrleon wants to merge 1 commit intoInterkarma:masterfrom themrleon:fix_hud_dim
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…e settings.ini file
ContextI'm trying to piece the history of this feature. The setting was added in here: 2d57b9f#diff-8f948b53959f0fb4d0b4b9db7dac6e54689d035b1134df89cddeb4e9dc86d9adR95 After, some changelist changed it so it's only the default value, allowing derived classes to not depend on the setting at all: 3a2f6ff This was finally fully removed in this changelist by Interkarma: 15eddf3 The justification in the commit is: "Using a RenderTexture with GUI.DrawTexture() means that for now any alpha blends are not additive." Not saying anything as to whether this feature should be restored, I'm just trying to get the context. We're still relying on GUI.DrawTexture, so the issue might still apply, even though I'm not certain what the concern even is. Maybe @Interkarma remembers any of this. My analysis
I'd be more satisfied with a solution that:
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Key Kab! For some context around this change at the time in 2018, I was supporting InconsolableCellist working on a VR mod for DFU (start here in forum topic). In VR mode, the UI needs to be projected into the game world, e.g. onto a quad rect in front of player's face, for the user to point at with motion tracking controllers. The UI required a little refactoring to make this possible, as at the time it simply drew the UI directly on top game viewport after everything else. Search other changes made around May-Jul 2018 for more. I can't recall the exact problem, but it reads like a compatibility problem after changing from straight GUI.DrawTexture to DrawTexture wrappers in DaggerfallUI that can change UI rendering pathway based on internal requirements. From memory, I also had to create a pathway due to differences in Mac UI rendering output - so be careful tinkering in there and make sure it's tested on all platforms. Not sure why I didn't remove ScreenDimColor entirely, and I agree it's best to let the individual UI window or mod decide on this rather than a global setting. I likely meant to loop back to it later and forgot. |
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Thanks for the context @KABoissonneault and @Interkarma, reason I tried a PR instead of a mod is because I am not sure this can be achieved with a mod. But guess I will only stick with mods for now. |
Fix most of the UI/popups backdrop/dim that was supposed to be based on the
DimAlphaStrengthproperty from thesettings.inifile, also fix the inconsistency with the "Rest" screen that has black background. Here some examples of before and after based on the default 50% dim:This PR would also allow mods to expose this setting so players can choose between 0% and 100% dim via mod settings.
This is specially useful when there are lots of text and buttons on UI stacked at same time like in the map travel scenario (2nd example).