Description:
Ensure scroll areas adjust with resolution change.
Commit status:
[Not Reviewed]
References:
Comments:
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r312:5669a925df44 -

@@ -171,7 +171,7
171 171 - Trees sometimes
172 172 - Sometimes framerate jumps to 180-200 fps. (Better than reverse, but kinda weird)
173 173 - Graphics don't adjust for the resolution
174 - Scroll area
174 - Scroll area @done(2021-06-23)
175 175 - Ingame Menu @done(2021-06-22)
176 176 - Main Menu
177 177 Misc:
@@ -31,23 +31,20
31 31 private MouseState mousePrev;
32 32
33 33 private GraphicsDevice graphicsDevice;
34 private GraphicsDeviceManager gdm;
34 35 private Camera camera;
35 36
36 37 //Area to ignore:
37 38 private int menuBarHeight;
38 39
39 private int viewWidth;
40 private int viewHeight;
41
42 public InputEngine(int menuBarHeight, int viewWidth, int viewHeight, Camera camera,
43 GraphicsDevice graphicsDevice) {
40 public InputEngine(int menuBarHeight, Camera camera,
41 GraphicsDeviceManager gdm) {
44 42 //initialize to blank for now
45 43 this.keyboardPrev = new KeyboardState();
46 44 this.menuBarHeight = menuBarHeight;
47 this.viewWidth = viewWidth;
48 this.viewHeight = viewHeight;
49 45 this.camera = camera;
50 this.graphicsDevice = graphicsDevice;
46 this.gdm = gdm;
47 this.graphicsDevice = gdm.GraphicsDevice;
51 48 }
52 49
53 50 public override void Update(double dt) {
@@ -59,6 +56,9
59 56
60 57 bool isPlaying = false;
61 58
59 var viewWidth = gdm.PreferredBackBufferWidth;
60 var viewHeight = gdm.PreferredBackBufferHeight;
61
62 62 foreach (var entity in ReadEntities<GameStateComponent>())
63 63 {
64 64 var state = GetComponent<GameStateComponent>(entity).isPlaying;
@@ -205,7 +205,7
205 205 {
206 206 SendMessage(new MoveCameraMessage {Movement = new Vector2(0, -4)});
207 207 }
208 else if (MathUtils.BetweenExclusive(mouseCur.Y, (this.viewHeight - 50 -menuBarHeight), this.viewHeight-menuBarHeight))
208 else if (MathUtils.BetweenExclusive(mouseCur.Y, (viewHeight - 50 -menuBarHeight), viewHeight-menuBarHeight))
209 209 {
210 210 SendMessage(new MoveCameraMessage {Movement = new Vector2(0, 4)});
211 211 }
@@ -213,7 +213,7
213 213 {
214 214 SendMessage(new MoveCameraMessage {Movement = new Vector2(-4, 0)});
215 215 }
216 else if (MathUtils.BetweenExclusive(mouseCur.X, (this.viewWidth - 50), this.viewWidth))
216 else if (MathUtils.BetweenExclusive(mouseCur.X, (viewWidth - 50), viewWidth))
217 217 {
218 218 SendMessage(new MoveCameraMessage {Movement = new Vector2(4, 0)});
219 219 }
@@ -225,7 +225,7
225 225 this.grammar = new TraceryNet.Grammar(json2);
226 226
227 227
228 WorldBuilder.AddEngine(new InputEngine(Menu.MENU_BAR_HEIGHT, FNAGame.width, FNAGame.height, this.camera, GraphicsDevice));
228 WorldBuilder.AddEngine(new InputEngine(Menu.MENU_BAR_HEIGHT, this.camera, gdm));
229 229 WorldBuilder.AddEngine(new UIEngine());
230 230
231 231 WorldBuilder.AddEngine(new GameBridgeEngine(this));
@@ -31,8 +31,6
31 31 // ImGui.PushFont(smallFont);
32 32 ImGui.Begin("##In-game Toolbar", ref newShow, ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoSavedSettings | ImGuiWindowFlags.NoTitleBar);
33 33
34 ImGui.Text("In-game menu");
35
36 34 if (ImGui.Button("Options", button_size))
37 35 {
38 36 bridgeEngine.typeMessages.Add(new ToggleWindowTypeMessage{Window = Window.Options});
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