void MapScene::Resize() { PositionStd( &okay, 0 ); // const Screenport& port = lumosGame->GetScreenport(); LayoutCalculator layout = DefaultLayout(); layout.PosAbs( &gridTravel, 1, -1, 2, 1 ); layout.PosAbs( &viewButton, 3, -1, 2, 1 ); layout.PosAbs(&warButton, -4, -1, 2, 1); layout.PosAbs(&peaceButton, -2, -1, 2, 1); float y = layout.GutterY(); float dy = okay.Y() - layout.GutterY() - y; float x = layout.GutterX(); float dx = gamui2D.Width()*0.5f - 1.5f*layout.GutterX(); dx = dy = Min( dx, dy ); mapImage.SetSize( dx, dy ); mapImage2.SetSize( dx, dy ); mapImage.SetPos( x, y ); mapImage2.SetPos( gamui2D.Width()*0.5f + 0.5f*layout.GutterX(), y ); for (int i = 0; i < 2; ++i) { const float MARK_SIZE = 5; const float SQUAD_MARK_SIZE = 20; playerMark[i].SetSize(MARK_SIZE, MARK_SIZE); for (int k = 0; k < MAX_SQUADS; ++k) { squadMark[i][k].SetSize(SQUAD_MARK_SIZE, SQUAD_MARK_SIZE); } } // travelMark.SetSize(dx / float(NUM_SECTORS), dy / float(NUM_SECTORS)); homeMark[0].SetSize(dx / float(NUM_SECTORS), dy / float(NUM_SECTORS)); homeMark[1].SetSize(dx / float(MAP2_SIZE), dy / float(MAP2_SIZE)); selectionMark.SetSize(float(MAP2_SIZE) * dx / float(NUM_SECTORS), float(MAP2_SIZE) *dx / float(NUM_SECTORS)); webCanvas.SetPos(mapImage.X(), mapImage.Y()); for (int i = 0; i < NUM_SECTORS; ++i) { float dx = gamui2D.TextHeightVirtual() * 0.5f; float dy = gamui2D.TextHeightVirtual() * 0.5f; float x = dx + mapImage.X() + mapImage.Width() * i / NUM_SECTORS; float y = dy + mapImage.Y(); letters[i].SetPos(x, y); x = dx + mapImage.X(); y = dy + mapImage.Y() + mapImage.Height() * i / NUM_SECTORS; numbers[i].SetPos(x, y); } DrawMap(); EnableButtons(); }
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 FluidTestScene::Resize() { PositionStd(&okay, 0); LayoutCalculator layout = DefaultLayout(); int x = 0; int y = 0; for (int i = 0; i < NUM_BUTTONS; ++i) { layout.PosAbs(&buildButton[i], x, -3+y); ++x; if (x == 10) { x = 0; ++y; } } layout.PosAbs(&saveButton, 1, -1); layout.PosAbs(&loadButton, 2, -1); }
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); }