Skip to content

Live-tuning panel: change the look while you are looking at it - #83

Open
hernan0078 wants to merge 1 commit into
DramaticShape:masterfrom
hernan0078:live-tune
Open

Live-tuning panel: change the look while you are looking at it#83
hernan0078 wants to merge 1 commit into
DramaticShape:masterfrom
hernan0078:live-tune

Conversation

@hernan0078

Copy link
Copy Markdown

Every setting this mod owns is judged with the eyes — and the OPTIONS menu covers the thing being judged. START, OPTION, step a row, B, B, look, decide, go back: long enough to forget what STRONG looked like by the time you see MEDIUM.

This adds a translucent handle in the top-right corner. Tapping it opens a small panel of the same rows over the running world; tap the left half of a row to step down, the right half to step up. The world redraws behind the panel, so you compare by looking rather than by walking back and forth.

It owns no settings of its own. Every row calls the same ModSetting:cycle / Pipelines.cycle the OPTIONS row calls, and is handed the live Game so the change persists identically — the two menus cannot drift into disagreeing. when is honoured, so a row OPTIONS hides is hidden here too.

Two things I got wrong first, in case the reasoning is useful:

  • I drew it inside the 3D overlay next to HordeHud. That canvas is upstream of the tilt-shift blur, so the handle came out soft inside MINIATUREs blurred band — and that pass only runs on a 3D rung, so the panel could not be used to switch 3D on. Drawing after Game:draw fixes both.
  • I installed it before FirstPerson, which claims any touch on open screen as a look drag and swallowed every tap on the handle. Install order matters here.

TUNE PANEL turns it off, marked full so the preset cannot remove the switch that brings it back.

Bigger and more opinionated than my other PRs, so a straight no is a fine answer — I will keep carrying it either way. Tested on a physical iPhone; the mod tier passes in my tree apart from a pushBattle failure that predates the branch.

Every row this mod owns is judged with the eyes, and OPTIONS covers the
thing being judged. START, OPTION, step, B, B, look, decide, back again --
long enough to forget what STRONG looked like before seeing MEDIUM.

A translucent handle in the top-right opens a small panel of the same rows
over the running world. Stepping a value re-renders the next frame with it,
so the comparison is immediate.

It owns no settings of its own: every row calls the same ModSetting:cycle /
Pipelines.cycle the OPTIONS row calls, and is handed the live Game so the
change persists the same way. The two menus cannot disagree about what is
set. `when` is honoured, so a row OPTIONS hides is hidden here too.

Drawn after Game:draw, on the composited frame, in window units. Drawing it
inside the 3D overlay put it upstream of the tilt-shift blur, so the handle
came out soft inside MINIATURE blurred band -- and that pass only runs on a
3D rung, so the panel could not be used to switch 3D on in the first place.
Drawing last fixes both.

Installed after FirstPerson so it gets first refusal on a touch: first person
claims anything on open screen as a look drag.

TUNE PANEL turns it off, and is marked full so the preset cannot take away
the switch that brings it back.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant