Comments (4)
As for #2428: Because windows open in the top left corner they tile nicely when you're opening multiple. I'm thinking that if this would be implemented you'd still constrain the windows to the top left corner, but within the limits set by the user.
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You could generalise this with #2429 by defining a "UI layer" or "UI bounding box" that is where all the UI controls/windows are placed and rendered by default. This would then totally decouple the UI placement from the background game rendering which should give more flexibility to future features, eg blurring background windows, having filters over the game rendering (but not the UI windows), etc
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Yes but the bounding box approach might mean you can't drag windows manually outside the bounding box, even if you want it.
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Yes but the bounding box approach might mean you can't drag windows manually outside the bounding box, even if you want it.
Sure, only use that bounding box to guide initial window placement then
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