fixed reflector size & android game starting
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3d0bbe7ca8
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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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