void ParticleScene::Resize() { // LumosGame* lumosGame = static_cast<LumosGame*>( game ); PositionStd( &okay, 0 ); LayoutCalculator layout = DefaultLayout(); layout.SetSize( LAYOUT_SIZE_X*0.75f, LAYOUT_SIZE_Y*0.5f ); int x=0; int y=1; for( int i=0; i<buttonArr.Size(); ++i ) { layout.PosAbs( buttonArr[i], x*2, y ); ++x; if ( x == 6 ) { ++y; x = 0; } } }
void TitleScene::Resize() { const Screenport& port = game->GetScreenport(); // Dowside of a local Engine: need to resize it. if (engine) { engine->GetScreenportMutable()->Resize(port.PhysicalWidth(), port.PhysicalHeight()); for (int i = 0; i < NUM_MODELS; ++i) { if (model[i]) model[i]->SetFlag(Model::MODEL_INVISIBLE); } } background.SetPos( 0, 0 ); float aspect = gamui2D.AspectRatio(); float factor = 0.5; if ( aspect >= 0.5f ) { background.SetSize(gamui2D.Width()*factor, gamui2D.Width()*0.5f*factor); } else { background.SetSize(gamui2D.Height()*2.0f*factor, gamui2D.Height()*factor); } background.SetCenterPos(gamui2D.Width()*0.5f, gamui2D.Height()*0.5f*factor); bool visible = game->GetDebugUI(); LayoutCalculator layout = DefaultLayout(); int c = 0; for( int i=0; i<NUM_TESTS; ++i ) { testScene[i].SetVisible( visible ); int y = c / TESTS_PER_ROW; int x = c - y*TESTS_PER_ROW; layout.PosAbs( &testScene[i], x, y ); ++c; } layout.SetSize( LAYOUT_SIZE_X, LAYOUT_SIZE_Y ); layout.PosAbs(&gameScene[GENERATE_WORLD], -2, -1, 2, 1); layout.PosAbs(&gameScene[CONTINUE], 0, -1, 2, 1); gameScene[CONTINUE].SetEnabled( false ); // const char* datPath = game->GamePath( "game", 0, "dat" ); const char* mapPath = game->GamePath( "map", 0, "dat" ); GLString fullpath; GetSystemPath(GAME_SAVE_DIR, mapPath, &fullpath); FILE* fp = fopen(fullpath.c_str(), "rb"); if (fp) { StreamReader reader(fp); if (reader.Version() == CURRENT_FILE_VERSION) { gameScene[CONTINUE].SetEnabled(true); } fclose(fp); } layout.PosAbs( ¬e, 0, -2 ); note.SetVisible(!visible); note.SetBounds( gamui2D.Width() -(layout.GutterX() * 2.0f), 0 ); layout.PosAbs(&audioButton, -1, 0); layout.PosAbs(&mouseTouchButton, -2, 0); layout.PosAbs(&creditsButton, -3, 0); testCanvas.SetPos(gamui2D.Width() - 100, gamui2D.Height() - 100); testCanvas.SetVisible(false); }