Added shadow, working on UI adapting

This commit is contained in:
Vladislav Khorev committed 2026-06-06 20:32:09 +03:00
1 parent f61a12f874
commit c991b5dbc1
10 files changed
+385817 -37

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+1 -1
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@@ -653,7 +653,7 @@ namespace ZL
Environment::width = event.window.data1;
Environment::height = event.window.data2;
Environment::computeProjectionDimensions();
//menuManager.uiManager.updateAllLayouts();
menuManager.uiManager.updateAllLayouts();
std::cout << "Window resized: " << Environment::width << "x" << Environment::height << std::endl;
//space.clearTextRendererCache();
+14 -2
View File
@@ -2161,16 +2161,28 @@ namespace ZL {
node->name = nodeName;
node->width = bubble->computeWidth();
node->height = bubble->computeHeight();
node->localX = 430.0f;
if (incoming) {
node->localX = -node->width * 0.5+110 - (UiChatBubble::MAX_WIDTH - node->width);// +(425.f - node->width);
}
else
{
node->localX = node->width * 0.5-110 - (UiChatBubble::MAX_WIDTH - node->width);// -(425.f - node->width);
}
//430
//1280
node->localY = 0.0f;
node->visible = true;
node->chatBubble = bubble;
node->layoutSettings.hGravity = HorizontalGravity::Center;
/*
if (incoming) {
node->layoutSettings.hGravity = HorizontalGravity::Left;
} else {
node->layoutSettings.hGravity = HorizontalGravity::Right;
}
}*/
// Bottom gravity means localY is used as-is for screenRect.y (no parentH transform).
// The original static chat nodes all had "vertical_gravity": "bottom" for the same reason.
node->layoutSettings.vGravity = VerticalGravity::Bottom;
+11 -1
View File
@@ -259,7 +259,7 @@ int main(int argc, char *argv[]) {
}*/
const Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN_DESKTOP;
#else
const Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
const Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI;
#endif
ZL::Environment::window = SDL_CreateWindow(
@@ -272,6 +272,16 @@ int main(int argc, char *argv[]) {
SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window);
SDL_GL_MakeCurrent(ZL::Environment::window, ctx);
// On HiDPI displays the drawable (physical) size is larger than the
// logical window size. Use the drawable size so the GL framebuffer
// covers every physical pixel and the image stays sharp.
{
int drawW, drawH;
SDL_GL_GetDrawableSize(ZL::Environment::window, &drawW, &drawH);
ZL::Environment::width = drawW;
ZL::Environment::height = drawH;
}
game.setup();
while (!game.shouldExit()) {