fixes
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99cd961d44
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@ -29,11 +29,10 @@
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"touchTransparency": 0,
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"visible": 0,
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"zLevel": 10,
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"marginTop" : 20,
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"marginBottom" : 20,
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"marginLeft" : 20,
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"marginRight" : 20,
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"marginLeft" : 0,
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"itemSpacing": 20,
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"horizontalAlignment": "HA_LEFT",
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"verticalAlignment": "VA_BOTTOM",
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"children" : [
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{
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"type": "Button",
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@ -766,7 +766,7 @@ void TGameLevel::InitLevel(int screenWidth, int screenHeight)
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//float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth();
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//float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight();
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ReflectorPos = { 0.5f, 43.5 / Application->GetGameLevelScreenHeight() }; // Vector2f(screenWidth*0.5f, 16 * LEVEL_VIEWPORT_HEIGHT / 320.f + 13 * LEVEL_VIEWPORT_HEIGHT / 320.f);
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Vector2f ballPos = Vector2f(screenWidth*0.5f, 80* 480/320.f);
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Vector2f ballPos = Vector2f(768*0.5f, 80* 480/320.f);
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BallList.clear();
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BallList.push_back(TBall(ballPos, Vector2f(0, 0), BallColor));
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@ -1183,13 +1183,32 @@ void TGameLevel::DrawBuffer()
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RenderUniform1f("Brightness", brightness);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
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float screenRatio = Renderer->GetMatrixWidth() / (float)Renderer->GetMatrixHeight();
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float screenRatioToFixedRatio = screenRatio / 1.6f;
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Vector2f offset;
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float scale;
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if (screenRatioToFixedRatio > 1.f)
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{
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offset[0] = (Renderer->GetMatrixWidth() - Renderer->GetMatrixWidth() / screenRatioToFixedRatio) / 2.f;
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offset[1] = 0;
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scale = Renderer->GetMatrixHeight() / 480.f;
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}
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else
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{
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offset[0] = 0;
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offset[1] = 0;// (screenHeight - screenHeight * screenRatioToFixedRatio) / 2.f;
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scale = Renderer->GetMatrixWidth() / 768.f;
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}
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//Matrix switched to identity
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//Vector2f RectPos = Vector2f(-1, -1);
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//Vector2f RectSize = Vector2f(2, 2);
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float x_levelScreenCenter = Renderer->GetScreenWidth()*0.5f;
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float y_levelScreenCenter = Renderer->GetScreenHeight()*0.5f;
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float x_levelScreenSize = x_levelScreenCenter - offset[0];
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float y_levelScreenSize = y_levelScreenCenter - offset[1];
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Vector2f RectPos = Vector2f(x_levelScreenCenter, y_levelScreenCenter);
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Vector2f RectSize = Vector2f(x_levelScreenCenter, y_levelScreenCenter);
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Vector2f RectSize = Vector2f(x_levelScreenSize, y_levelScreenSize);
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Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
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@ -139,6 +139,23 @@ void TMyApplication::InnerChangeWidthHeight(int screenWidth, int screenHeight, f
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{
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Menu.GalaxMenu.UpdateGalaxyMenu(matrixWidth, matrixHeight, 0);
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SetGameLevelScreenScale();
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float screenRatio = Renderer->GetMatrixWidth() / (float)Renderer->GetMatrixHeight();
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float screenRatioToFixedRatio = screenRatio / 1.6f;
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float marginLeft;
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if (screenRatioToFixedRatio > 1.f)
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{
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marginLeft = (Renderer->GetMatrixWidth() - Renderer->GetMatrixWidth() / screenRatioToFixedRatio) / 2.f;
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}
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else
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{
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marginLeft = 0;
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}
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if (GameState == CONST_GAMESTATE_LEVEL)
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{
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ResourceManager->newGuiManager.findWidgetByName("buttonList")->setMargin(0, 0, marginLeft, 0);
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}
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}
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void TMyApplication::InnerInit()
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@ -605,6 +622,20 @@ void TMyApplication::InnerUpdate(size_t dt)
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auto gameFrame = (WidgetAncestor*)ResourceManager->newGuiManager.findWidgetByName("gameFrame").get();
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auto pauseBackground = (WidgetAncestor*)ResourceManager->newGuiManager.findWidgetByName("buttonList").get();
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float screenRatio = Renderer->GetMatrixWidth() / (float)Renderer->GetMatrixHeight();
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float screenRatioToFixedRatio = screenRatio / 1.6f;
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float marginLeft;
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if (screenRatioToFixedRatio > 1.f)
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{
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marginLeft = (Renderer->GetMatrixWidth() - Renderer->GetMatrixWidth() / screenRatioToFixedRatio) / 2.f;
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}
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else
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{
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marginLeft = 0;
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}
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pauseBackground->setMargin(0, 0, marginLeft, 0);
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pauseButton->onMouseDownSignal.connect([this, gameFrame, pauseBackground](Vector2f, int) {
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GameLevel->SetPause();
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