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GUI Resolution Independence 2


Josh

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Here are some screenshots showing more complex interface items scaled at different resolutions. First, here is the interface at 100% scaling:

100.thumb.png.a9ddde52315658a32464b302710f8769.png

And here is the same interface at the same screen resolution, with the DPI scaling turned up to 150%:

150.thumb.png.9524e424955ef5d5b701604e7ac786a9.png

The code to control this is sort of complex, and I don't care. GUI resolution independence is a complicated thing, so the goal should be to create a system that does what it is supposed to do reliably, not to make complicated things simpler at the expense of functionality.

function widget:Draw(x,y,width,height)
	local scale = self.gui:GetScale()

	self.primitives[1].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale)
	self.primitives[2].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale)

	--Tabs
	local n
	local tabpos = 0
	for n = 1, #self.items do
		local tw = self:TabWidth(n) * scale
		if n * 3 > #self.primitives - 2 then
			self:AddRect(iVec2(tabpos,0), iVec2(tw, self.tabsize.y * scale), self.bordercolor, false, self.itemcornerradius * scale)
			self:AddRect(iVec2(tabpos+1,1), iVec2(tw, self.tabsize.y * scale) - iVec2(2 * scale,-1 * scale), self.backgroundcolor, false, self.itemcornerradius * scale)
			self:AddTextRect(self.items[n].text, iVec2(tabpos,0), iVec2(tw, self.tabsize.y*scale), self.textcolor, TEXT_CENTER + TEXT_MIDDLE)
		end
		if self:SelectedItem() == n then
			self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos, 0)
			self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) + iVec2(0,2)
			self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1)
			self.primitives[2 + (n - 1) * 3 + 2].color = self.selectedtabcolor
			self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,-1)
			self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor
			self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,0)
			self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1)
			self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,0)
		else
			self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale)
			self.primitives[2 + (n - 1) * 3 + 2].color = self.tabcolor
			self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,2)
			if n == self.hovereditem then
				self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor
			else
				self.primitives[2 + (n - 1) * 3 + 3].color = self.textcolor
			end
			self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,2)
			self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 3)
			self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,2)
		end
		self.primitives[2 + (n - 1) * 3 + 3].text = self.items[n].text
		tabpos = tabpos + tw - 2
	end

end

 

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so the goal should be to create a system that does what it is supposed to do reliably, not to make complicated things simpler at the expense of functionality

taco.jpg

Things don't have to be complicated to be functional.  How many functions you create and how many arguments they have are in your hands.  Though I'm sure someone will be happy to create a wrapper.

Edit: you could also have a visual GUI designer but I know that's pushing it.

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The code above is the widget script, which you don't have to touch. Usage to create a tabbed panel would be like this:

local tabber = CreateWidget(parent,"",0,0,400,300)
tabber:SetScript("Scripts/GUI/tabber.lua")
tabber:AddItem("Item 1", true)
tabber:AddItem("Item 2")
tabber:AddItem("Item 3")

 

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Yeah, it seems the only new/harder part is creating a Sprite layer for the window I/O passing a window pointer to a GUI object. Everything so far seems comprehendible. 

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