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TODO make the fullscreen overlay position configurable #369

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neowutran opened this issue Jul 18, 2017 · 6 comments
Open

TODO make the fullscreen overlay position configurable #369

neowutran opened this issue Jul 18, 2017 · 6 comments
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@neowutran
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@Serpant420
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I'm glad this was already here and that you're working it. I love the fullscreen overlay, but it is sort of in the way right now, lol. Is there any way you could make it sizeable and clickable as well? Sizeable just so I can put it wherever I want, and it fits in perfectly. Clickable, because I'd like to be able to see the same pop-up as if I was using the actual meter if possible. Maybe it's just a bug that I'm personally having, but I can't seem to do anything with it other than make it visible.

@snwflake
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Don't want to get annoying and "pushy" but is there any progress towards this feature?
I'd also take any hacky hotfix.

I was skimming through the repo to find some entry but I couldn't find anything particular interesting in that direction.

@neowutran
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No one did anything on that subject yet

The fullscreen overlay directory is here https://github.com/neowutran/ShinraMeter/tree/master/DamageMeter.D3D9Render
& the main class is https://github.com/neowutran/ShinraMeter/blob/master/DamageMeter.D3D9Render/Renderer.cs

The position of the overlay ( X & Y ) are hardcoded to 0 meaning, top left of the screen

@snwflake
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I don't know C# that well, but I'll try to add customizability to the context menu of the meter.

OT: Is there any efficient way to debug the meter? Or is restarting TERA after every change the only option?

@Gl0
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Gl0 commented Jul 25, 2018

Some things can be changed during the debug session while program is in paused state. But not all.

@dev-iCEY
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I would not advise you to bother about the current overlay. I am developing a new, fully managed overlay. It will also be possible to add new overlays and information. Thanks for attention.

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