fixed reflector size & android game starting
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				@ -7,7 +7,7 @@
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		"width": "match_parent",
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		"height": "match_parent",
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		"visible": 1,
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		"touchTransparency": 0,
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		"touchTransparency": 1,
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		"marginTop": 20,
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		"horizontalAlignment": "HA_CENTER",
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		"verticalAlignment": "VA_TOP",
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@ -287,7 +287,6 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
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				// OnTapDown->
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				/*../hover\..*/
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				GetConsole() << std::to_string(lastTapPos[0]) + " | " + std::to_string(lastTapPos[1]) + " | " + std::to_string(totalTapShift[0]) + " | " + std::to_string(totalTapShift[1]);
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				int phi = findPlanetByPos(lastTapPos - totalTapShift);
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				if (phi != -1) {
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					planetHoverIndex = phi;
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@ -302,7 +301,6 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
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				//totalTapShift = Eigen::Vector2f(totalTapShift(0) + currentTapShift(0), totalTapShift(1) + currentTapShift(1));
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				/*../hover\..*/
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				GetConsole() << std::to_string(lastTapPos[0]) + " | " + std::to_string(lastTapPos[1]) + " | " + std::to_string(totalTapShift[0]) + " | " + std::to_string(totalTapShift[1]);
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				int phi = findPlanetByPos(lastTapPos - totalTapShift);
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				if (phi != -1) {
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					planetHoverIndex = phi;
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@ -342,7 +340,6 @@ void GalaxyMenu::InteractWithGalaxy(size_t dt) {
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					// OnTapDown->OnTapUp
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					/*..level select menu open..*/
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				GetConsole() << std::to_string(lastTapPos[0]) + " | " + std::to_string(lastTapPos[1]) + " | " + std::to_string(totalTapShift[0]) + " | " + std::to_string(totalTapShift[1]);
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					starIndex = findPlanetByPos(lastTapPos - totalTapShift);
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@ -976,7 +976,7 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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	float scale;
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	if (screenRatioToFixedRatio > 1.f)
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	{
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		offset[0] = (screenWidth - screenWidth / screenRatioToFixedRatio) / 2.f;
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		offset[0] = (Renderer->GetScreenWidth() - screenWidth / screenRatioToFixedRatio) / 2.f;
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		offset[1] = 0;
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		scale = matrixHeight / 480.f;
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	}
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@ -1043,11 +1043,11 @@ void TGameLevel::InnerDraw(int screenWidth, int screenHeight, int matrixWidth, i
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	//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
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    glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
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	float xRW = 210.f * tSW/700.f; // x Reflector Width
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	float yRH = 45.f * tSH/480.f; // y Reflector Height
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	Vector2f matrixSize = ReflectorPos.cwiseProduct(Vector2f(Application->GetGameLevelScreenWidth(), Application->GetGameLevelScreenHeight()));
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	Renderer->DrawRect(Vector2f(-xRW * 0.5f, -yRH * 0.5f) + matrixSize + offset,
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		Vector2f(xRW*0.5f, yRH*0.5f) + matrixSize + offset, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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	float xRW = 210.f; // x Reflector Width
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	float yRH = 45.f; // y Reflector Height
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	Vector2f matrixSize = ReflectorPos.cwiseProduct(Vector2f(768, 480));
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	Renderer->DrawRect(Vector2f(-xRW * 0.5f, -yRH * 0.5f) * scale + offset + matrixSize,
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		Vector2f(xRW*0.5f, yRH*0.5f) * scale + offset + matrixSize, Vector2f(0.f, 0.f), Vector2f(1.f, 1.f));
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	const Vector2f wallUpPos1(xlOffset, tSH-ylOffset-uWTW);
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	const Vector2f wallUpPos2(tSW + xlOffset, tSH-ylOffset);
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