Project Notepad

by Cygin

Highly customizable in-game notepad.

Utilities
4 days ago
2.0
184

b Bugs & issues thread

6 days ago

After clicking a button in the title (something like 'Flip title' button? Its gone now), i can no longer move the window around. The title now has the project name, undo/redo, new project etc in it.

5 days ago
(updated 5 days ago)

Hey there Mattias1172, I updated the mod, it should be compatible with your current save and revert back the window to a correct position, sorry for the inconvenience and thanks for the report.

5 days ago

Thank you, that fix seems to work, but does introduce another more edge case bug. I play in widescreen (3440x1440) and it seems the play area the notepad gui snaps to does not encompass the entire screen. It won't allow placement to the bottom or the right side of the screen. I'm guessing the play area is smaller than 3440x1440.

5 days ago
(updated 4 days ago)

Ah yes that makes sense since I never took into account widescreen resolutions, before I push the next update I'd like to test it further could you please download it and tell me if it works properly now, here's the link : DELETED

4 days ago

1.0.3 did not seem to fix it, its still blocked from going to the far right side and far bottom of the screen.

The "allowed area" looks more like 2560x1440 as apposed to 3440x1440. Could also be aspect ratio vs resolution. The area of the "allowed" size looks more like 16:10 vs 21:9 for ultra widescreen.

4 days ago
(updated 4 days ago)

Hey Mattias thanks for your time, can you tell me if your UI scale is at the default 100% or did you increase it?

4 days ago

The UI scale is set to automatic, which for me, defaults to 125%. Guessing that's a widescreen default.

4 days ago
(updated 4 days ago)

I think this was the culprit, I tried it on my 1440p monitor at 125% UI scale and the same issue was happening (another parameter I didn't take into account). The issue was caused by how the mod calculated screen boundaries, the window position uses screen pixel coordinates, but the window's size is defined in UI units which get scaled by your display scale setting. The mod wasn't accounting for this scaling when checking if the window was out of bounds. Hopefully I fixed it now, here's the link : DELETED

Can you be so kind as to try both your existing game and a new game to make sure everything works as expected?

4 days ago
(updated 4 days ago)

That fixed it both in a current and new save.

The only thing i've noticed and its very minor, is when the notepad width is reduced to 350px, it leaves a 1-ish pixel gap on the right hand side when "snapped" to that side of the screen. It does not do this on the left side of the screen nor does it do it when the width is increased above 350px.

Not something that would effect using the mod in anyway, just figured i'd mention it.

4 days ago
(updated 4 days ago)

One last test build for the road : DELETED

Any thought on the current default window position, would it be better if it was touching the screen edges by default or is a 12px gap good enough? I initially wanted it to align with the map edges when its opened but, the rest of the UI (quickbar, shortcut bar, minimap) are actually aligned with the screen edges, so it can look a bit off.

Edit : I just saw your suggestion in the other thread which I really like and kind of answer my question.

4 days ago
(updated 4 days ago)

That fixed it, i don't see the gap on the right anymore.

As for the default window position, i'd say center screen is probably best for an interactive window. You could add another set of <> buttons to toggle between the default window positions if you want the user to have a choice.

As for the pixel gap in the bottom right when defaulting, i prefer it having that gap vs not. While 0px would be more factorio-like, i dont mind the 12 px gap. It has the added benefit of not clipping on the remote view border as much which appears to be a 15px border.

2 days ago
(updated 2 days ago)

I forgot to say a BIG thank you for helping me fix those issues, if you're interested I just released a preview build in the discussion tab, don't feel obligated to test it of course.

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