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Advanced reclaim info with ui scaling?

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  • B
    BlackYps
    last edited by 9 Sept 2022, 13:18

    The very nice mod Advanced Reclaim Info doesn't account for ui scaling, so all the labels are at the wrong place. Is there a similar mod that takes ui scaling into account?

    E 1 Reply Last reply 9 Sept 2022, 16:26 Reply Quote 0
    • C
      Ctrl-K
      last edited by 9 Sept 2022, 14:40

      My mod does, but it is not in vault

      “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
      — Steve Jobs.
      My UI Mods
      Support me

      B 1 Reply Last reply 9 Sept 2022, 17:11 Reply Quote 0
      • E
        Eternal-
        last edited by 9 Sept 2022, 16:25

        how i am supposed to download it

        Profile | Eternal MOD pack | Check new client

        1 Reply Last reply Reply Quote 0
        • E
          Eternal- @BlackYps
          last edited by 9 Sept 2022, 16:26

          @blackyps You must try OnScreenReclaimCounter

          Profile | Eternal MOD pack | Check new client

          1 Reply Last reply Reply Quote 0
          • B
            BlackYps
            last edited by 9 Sept 2022, 16:27

            I don't really need the reclaim counter from OnScreenReclaimCounter. I need the functionality that big wrecks get bigger and redder labels

            1 Reply Last reply Reply Quote 0
            • B
              BlackYps @Ctrl-K
              last edited by 9 Sept 2022, 17:11

              @genos I managed to get it to work by looking at the code of your mod. The trick was to replace

              label.Update = function(self)
                  local view = self.parent.view
                  local proj = view:Project(self.position)
                  LayoutHelpers.AtLeftTopIn(self, self.parent, proj.x - self.Width() / 2, proj.y - self.Height() / 2 + 1)
                  self.proj = {x=proj.x, y=proj.y }
              
              end
              

              with

              label.PosX = LazyVar.Create()
              label.PosY = LazyVar.Create()
              label.Left:Set(function()
                  return view.Left() + label.PosX() - label.Width() / 2
              end)
              label.Top:Set(function()
                  return view.Top() + label.PosY() - label.Height() / 2 + 1
              end)
              
              label.Update = function(self)
                  local proj = self.parent.view:Project(self.position)
              	self.PosX:Set(proj.x)
                  self.PosY:Set(proj.y)
              end
              

              and to import LazyVar at the beginning. local LazyVar = import("/lua/lazyvar.lua")

              1 Reply Last reply Reply Quote 1
              • R
                Rodimus_Prime
                last edited by 9 Sept 2022, 17:21

                "Better Reclaim View", which is in the Vault (last time I checked). I play on a 4k with 150% scaling, works like a charm.

                1 Reply Last reply Reply Quote 2
                • C
                  Ctrl-K
                  last edited by 10 Sept 2022, 11:53

                  Stealing my code bruh :harold:

                  “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
                  — Steve Jobs.
                  My UI Mods
                  Support me

                  1 Reply Last reply Reply Quote 0
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