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Hitcher
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Wouldn't DialogSelect suffice? It has an image and 2 lines of dialog for each selection.
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garbear
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2017-08-03, 23:43
(This post was last modified: 2017-08-03, 23:43 by garbear.)
I don't understand, DialogSelect looks nothing like VideoOSDBookmarks. Would you have to wrap the entire dialog in a visible statement, and then create an entirely new dialog for the screenshot I posted? How is this different than just adding a new dialog XML?
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garbear
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This doesn't fit for a number of reasons. Primarily, we don't want the dialog to fully block the fullscreen game so that we can do live previews. We want the dialog to be as out of the way as possible, and the part that is visible should be translucent. We also don't need the buttons on the right side. And we need the icons to be much bigger, because differences between shaders can be minor.
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I think bookmarks manager should be adapted. If the buttons for bookmark manager in estuary are moved to the bottom, then all that would need to be added is a textbox for the description and some conditional visibility to switch between showing the buttons (bookmark manager) and showing the textbox (shaders).
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+1 for Hitchers proposal. A simple dialog select is totally adequate for this type of thing.
Who need a sad little panel of pictures and some worthless description.
Grow up!
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Jeroen
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Will there be some sort of demo add-on like there is for the PVR so that skinners can create these dialogs without having to do more blind skinning?
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garbear
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This sounds like a good idea. What sort of demo did PVR do?