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added the option to auto-scale both the camera and ui systems
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parent
3132074a39
commit
dfe31e6726
3 changed files with 30 additions and 6 deletions
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@ -58,12 +58,16 @@ namespace Demos {
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this.UiSystem.Style = style;
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// scale every ui up by 5
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this.UiSystem.GlobalScale = 5;
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// set the ui system to automatically scale with screen size
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// this will cause all ui elements to be scaled based on the reference resolution (AutoScaleReferenceSize)
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// by default, the reference resolution is set to the initial screen size, however this value can be changed through the ui system
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this.UiSystem.AutoScaleWithScreen = true;
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// create the root panel that all the other components sit on and add it to the ui system
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var root = new Panel(Anchor.Center, new Vector2(80, 100), Vector2.Zero, false, true, new Point(5, 10));
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this.UiSystem.Add("Test", root);
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root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "This is a small demo for MLEM.Ui, a user interface library that is part of (M)LEM (L)ibrary by (E)llpeck for (M)onoGame."){LineSpace = 1.5F});
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root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "This is a small demo for MLEM.Ui, a user interface library that is part of (M)LEM (L)ibrary by (E)llpeck for (M)onoGame.") {LineSpace = 1.5F});
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var image = root.AddChild(new Image(Anchor.AutoCenter, new Vector2(50, 50), new TextureRegion(this.testTexture, 0, 0, 8, 8)) {IsHidden = true, Padding = new Point(3)});
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// Setting the x or y coordinate of the size to 1 or a lower number causes the width or height to be a percentage of the parent's width or height
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// (for example, setting the size's x to 0.75 would make the element's width be 0.75*parentWidth)
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@ -17,9 +17,16 @@ namespace MLEM.Ui {
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public readonly InputHandler InputHandler;
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private readonly bool isInputOurs;
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public bool AutoScaleWithScreen;
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public Point AutoScaleReferenceSize;
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private float globalScale = 1;
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public float GlobalScale {
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get => this.globalScale;
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get {
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if (!this.AutoScaleWithScreen)
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return this.globalScale;
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return Math.Min(this.Viewport.Width / (float) this.AutoScaleReferenceSize.X, this.Viewport.Height / (float) this.AutoScaleReferenceSize.Y) * this.globalScale;
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}
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set {
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this.globalScale = value;
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foreach (var root in this.rootElements)
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@ -49,6 +56,7 @@ namespace MLEM.Ui {
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this.isInputOurs = inputHandler == null;
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this.style = style;
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this.Viewport = device.Viewport.Bounds;
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this.AutoScaleReferenceSize = this.Viewport.Size;
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window.ClientSizeChanged += (sender, args) => {
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this.Viewport = device.Viewport.Bounds;
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@ -1,3 +1,4 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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@ -7,12 +8,22 @@ namespace MLEM.Cameras {
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public Vector2 Position;
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public float Scale;
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public bool AutoScaleWithScreen;
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public Point AutoScaleReferenceSize;
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public float ActualScale {
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get {
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if (!this.AutoScaleWithScreen)
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return this.Scale;
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return Math.Min(this.Viewport.Width / (float) this.AutoScaleReferenceSize.X, this.Viewport.Height / (float) this.AutoScaleReferenceSize.Y) * this.Scale;
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}
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}
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public Matrix ViewMatrix {
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get {
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var pos = -this.Position * this.Scale;
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var sc = this.ActualScale;
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var pos = -this.Position * sc;
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if (this.roundPosition)
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pos = pos.Floor();
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return Matrix.CreateScale(this.Scale, this.Scale, 1) * Matrix.CreateTranslation(new Vector3(pos, 0));
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return Matrix.CreateScale(sc, sc, 1) * Matrix.CreateTranslation(new Vector3(pos, 0));
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}
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}
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public Vector2 Max {
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@ -23,14 +34,15 @@ namespace MLEM.Cameras {
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get => this.Position + this.ScaledViewport / 2;
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set => this.Position = value - this.ScaledViewport / 2;
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}
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public Viewport Viewport => this.graphicsDevice.Viewport;
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public Vector2 ScaledViewport => new Vector2(this.Viewport.Width, this.Viewport.Height) / this.Scale;
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public Rectangle Viewport => this.graphicsDevice.Viewport.Bounds;
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public Vector2 ScaledViewport => new Vector2(this.Viewport.Width, this.Viewport.Height) / this.ActualScale;
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private readonly bool roundPosition;
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private readonly GraphicsDevice graphicsDevice;
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public Camera(GraphicsDevice graphicsDevice, bool roundPosition = true) {
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this.graphicsDevice = graphicsDevice;
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this.AutoScaleReferenceSize = this.Viewport.Size;
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this.roundPosition = roundPosition;
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}
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