I am planning to update alerts manager to use its own pip for notifications. That way I can have it appear close to the mouse instead of wherever the other pip is.
okay, also I noticed an interesting bug, if you have no holodeck with the primary class generating planets does not go away.
Yeah, it's very tricky to get this all to work. You can use my mod as a starting point to get it working for you. I use a variation on cola_colin's autoit script to get it to go dual screen. cDualScreen.js Removes the extra holodeck and hack holodeck from the pip list Code: (function() { model.pips = [ model.pips[0] ]; })(); live_game.html Code: <holodeck class="primary"></holodeck> <holodeck class="pip" data-bind="visible: showPips" style="display:none"></holodeck> <div><holodeck class="pip2"></holodeck></div> <div><holodeck class="pip2"></holodeck></div> live_game.css Code: holodeck.primary{ z-index: -2; width: 1680px; left: 1400px; } holodeck.pip2{ position:absolute; left: 0; top: 0px; width: 1400px; height: 1050px; z-index: -1; } My css could live in its own file and I could be doing this in cDualScreen.js so I don't have to shadow any files. Code: $(".pip").after("<div><holodeck class=\"pip2\"></holodeck></div><div><holodeck class=\"pip2\"></holodeck></div>"); *Edit* That change didn't work. Looks like holodecks can't be added through mods like that.
You need to add holodecks before live_game.js is executed. I am doing it in a global file now. Also something about your setup there is still borked. My 3 screen setup had 4 holodecks as well and worked. One less hack holodeck.
It's three full holodecks and a pip. Your three-screen version didn't keep the pip, right? I thought you just stretched it over a whole screen.
A okay. Yeah I just realized I got away like I did because I had the main holodeck strech all 3 screens. The planet/ui ended up in the middle, with 2 screens that cant work as good.
So I build this so far: https://github.com/pamods/ui-mod-nScreens It allows to configure multiple views and the UI location in a pretty simple manner. Tests succeeded with dual and triple screen: There may be some hidden quirks though and there may be some UI elements that are evil and use a fixed position. Oh and it does fix all important menu UI as well.
This works amazingly well on my system! I'm going to look through it a little and see if I can get rid of some of the hacks. If I want to do two screens and a pip, it uses 5 holodecks. I had dual screen working with just 4 holodecks before, so I know it can be done. I'm also going to see if I can get it working with the draggable pip, but that will probably mean making a few changes to both mods. *Edit* That was easy! this does it with 4 holodecks instead of 5. Code: // dualscreen main: "top: 0px; left: 1400px; width: 1680px; height: 1050px;",// make sure to end in ; mainHolodeck: "top: 0px; left: 0px; margin-left: 1400px; width: 1680px; height: 1050px;",// make sure to end in ; views: [ "top: 200px; right: 200px; width: 300px; height: 300px;", "top: 0px; left: 0px; width: 1400px; height: 1050px;", "top: 0px; left: 0px; width: 1400px; height: 1050px;" ], // index of views // if a view is not correctly showing try to add it's index here // this is expensive fps wise. Try to make it so the main holodeck is big enough to cover for one of the views hackForIndex: [], pipIndex: 0, I need to work on using pipIndex to set the id to "pip" and data-bind it to model.showPips()
It's working great with draggable pip now (as long as the draggable pip stays over the primary holodeck, which is fine). I am still getting a ui problem with the build bar though. I know it was fine for you, so could this be related to my primary being on the right screen instead of the left? *Edit* It's my Draggable pip mod! OH NO! Yours actually works great.