CarlosFdez / global-progress-clocks

FoundryVTT module for Blades in the Dark style progress clocks that show on the sidebar
MIT License
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Various adjustments to clock panel UI #16

Open silvative opened 5 months ago

silvative commented 5 months ago

I made some small changes to the module for my own use and I thought I'd share them in case you're interested. Don't worry, you won't hurt my feelings if you don't want any/all of them!

I started out with single feature addition, but before I knew it I'd made a bunch of other minor tweaks to the UI šŸ˜… Unfortunately they're not super easy to separate out since it's all inter-related, but I've at least tried to document my changes below:

Changes:

Show/Hide Feature

Visibility

Clock controls

output.webm

CarlosFdez commented 5 months ago

I dig that purple vignette, pretty nice! The one bit I'm uncertain of is the show / hide. I'd like to avoid a scenario where a player hides them, the GM adds a new clock to the scene, and the players don't realize its there. I can imagine how bad that is differs between systems, so maybe it could be a world setting (default no hiding)?

CarlosFdez commented 5 months ago

I checked the source code, does the screen location setting still work? Does drag/drop reordering work properly in both screen location modes? Is the button to add still below the content when placed at the top right?

I saw you undid the column-reverse so I want to be sure.

silvative commented 5 months ago

The one bit I'm uncertain of is the show / hide. I'd like to avoid a scenario where a player hides them, the GM adds a new clock to the scene, and the players don't realize its there. I can imagine how bad that is differs between systems, so maybe it could be a world setting (default no hiding)?

I definitely don't see an issue with adding another setting that allows the GM to prevent players from hiding clocks- more customisation can't hurt!

Personally though I didn't really need that, since I wasn't planning to add new clocks as a "surprise"- that might be because of the subsystems that I was imagining using it for, but I'll never add a new clock without calling out verbally, so I don't think that there's a situation (for me) where that causes an issue.

silvative commented 5 months ago

Does the screen location setting still work? Does drag/drop reordering work properly in both screen location modes? Is the button to add still below the content when placed at the top right?

I saw you undid the column-reverse so I want to be sure.

Ah, I definitely may have messed something up here- I didn't realise that the rows were reversed intentionally in order to bypass some undesired behaviour, so I may have accidentally reverted a prior bugfix. That's my bad, sorry- if the issue's still there we'll need to restore that bit!

CarlosFdez commented 5 months ago

Personally though I didn't really need that, since I wasn't planning to add new clocks as a "surprise"- that might be because of the subsystems that I was imagining using it for, but I'll never add a new clock without calling out verbally, so I don't think that there's a situation (for me) where that causes an issue.

Yeah, its definitely not an issue for pf2e. The reason for my concern is because for some systems, adding the ability to hide clocks is like adding the ability to hide damage rolls (as well as all indication that damage rolls are occurring). PF2e is probably the only system I'm aware of where that ability is helpful (because of effects panel).

I'd have to check it out locally to see if removing column reverse broke something. Will check later.

CarlosFdez commented 5 months ago

I tested locally. There is one regression, and its that the add clocks / hide clocks is above the clocks now when anchored to the top right. The drag/drop still works fine.

image

EDIT: There is a bug when there is a long nav bar even in the current version though. I might need to introduce a bonus offset when set to the top right.