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UI have a offset on specific sreen


Dreikblack
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Go to solution Solved by Josh,

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Normal look

image.png.29f44fbf5500fc99821e56fc10c42252.png

On my 2nd screen. Normal on 3rd one tho.

image.png.aa014b8b9a76d29c0263c30f98926769.png

Also UI mouse input works like if no offset happen

 

#include "UltraEngine.h"

using namespace UltraEngine;

shared_ptr<Window> window;
shared_ptr<Framebuffer> framebuffer;
shared_ptr<World> world;
shared_ptr<Interface> ui;
shared_ptr<Camera> uiCamera;

shared_ptr<Widget> btn;
shared_ptr<Widget> btn2;

static bool EventCallback(const Event& e, shared_ptr<Object> extra)
{
    Print("Callback");
    return true;
}

void initGui()
{
    auto default_font = LoadFont("Fonts\\arial.ttf");
    ui = CreateInterface(world, default_font, framebuffer->GetSize());
    ui->SetRenderLayers(2);
    ui->root->SetColor(0.2f, 0.1f, 0.1f, 1.0f);
    uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0);
    uiCamera->SetRenderLayers(2);
    uiCamera->SetClearMode(CLEAR_DEPTH);
    btn = CreateButton("Btn", 20, 20, 100, 100, ui->root);
    btn2 = CreateButton("Btn", 20, 150, 100, 100, ui->root);
}

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    world = CreateWorld();

    //Create a framebuffer
    framebuffer = CreateFramebuffer(window);

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0, 0, 0);

    initGui();

    ListenEvent(EVENT_DATA, NULL, EventCallback, btn);
    auto color = Vec4(0.5, 0, 1, 0.5f);
    btn->SetColor(color);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        while (PeekEvent())
        {
            const Event ev = WaitEvent();
            ui->ProcessEvent(ev);
        }
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

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The titlebars in your screenshots are a different size. It looks like the monitors are using a different display scale, which will give them a different framebuffer size.

My job is to make tools you love, with the features you want, and performance you can't live without.

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It seems that your framebuffer size is changing if you move a window in between two screens with a different display scale, so you would need to reposition your 2D camera.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I am mostly concerned at the prospect of the window client area changing size while rendering is happening on another thread. Will need to get out another monitor and test this some more...

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • 1 month later...

Is there a way to disable any dependency for UI from DPI scale and stuff? Even if i create app initionally on 2nd screen with 100% scale it's still have wrong offset if 1st had 125%.

ui->SetScale(1.0f); does not help

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  • 5 months later...

Although the window size stays constant, the client size changes when moving in between displays with two different DPI scales:
 

#include "UltraEngine.h"

using namespace UltraEngine;

shared_ptr<Window> window;
shared_ptr<Framebuffer> framebuffer;
shared_ptr<World> world;
shared_ptr<Interface> ui;
shared_ptr<Camera> uiCamera;

shared_ptr<Widget> btn;
shared_ptr<Widget> btn2;

static bool EventCallback(const Event& e, shared_ptr<Object> extra)
{
    Print("Callback");
    return true;
}

void initGui()
{
    auto default_font = LoadFont("Fonts\\arial.ttf");
    ui = CreateInterface(world, default_font, framebuffer->GetSize());
    ui->SetRenderLayers(2);
    ui->root->SetColor(0.2f, 0.1f, 0.1f, 1.0f);
    uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0);
    uiCamera->SetRenderLayers(2);
    uiCamera->SetClearMode(CLEAR_DEPTH);
    btn = CreateButton("Btn", 20, 20, 100, 100, ui->root);
    btn2 = CreateButton("Btn", 20, 150, 100, 100, ui->root);
}

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    world = CreateWorld();

    //Create a framebuffer
    framebuffer = CreateFramebuffer(window);

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0, 0, 0);

    initGui();

    ListenEvent(EVENT_DATA, NULL, EventCallback, btn);
    auto color = Vec4(0.5, 0, 1, 0.5f);
    btn->SetColor(color);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        while (PeekEvent())
        {
            const Event ev = WaitEvent();
            ui->ProcessEvent(ev);
        }
        world->Update();
        world->Render(framebuffer);
        Print(window->ClientSize().x);
    }
    return 0;
}

 

My job is to make tools you love, with the features you want, and performance you can't live without.

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When combined with the next update I will post, this code that adjusts the interface size and camera position will fix the problem.

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        while (PeekEvent())
        {
            const Event ev = WaitEvent();
            ui->ProcessEvent(ev);
            if (ev.id == EVENT_WINDOWSIZE)
            {
                ui->SetSize(framebuffer->size);
                uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0);
            }
        }
        world->Update();
        world->Render(framebuffer);
    }

 

  • Thanks 1

My job is to make tools you love, with the features you want, and performance you can't live without.

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Just in case, next update after last one (3h ago) or it was supposed to be fixed in latest beta? atm it's not working:

#include "UltraEngine.h"

using namespace UltraEngine;

shared_ptr<Window> window;
shared_ptr<Framebuffer> framebuffer;
shared_ptr<World> world;
shared_ptr<Interface> ui;
shared_ptr<Camera> uiCamera;

shared_ptr<Widget> btn;
shared_ptr<Widget> btn2;

static bool EventCallback(const Event& e, shared_ptr<Object> extra) {
    Print("Callback");
    return true;
}

void initGui() {
    auto default_font = LoadFont("Fonts\\arial.ttf");
    ui = CreateInterface(world, default_font, framebuffer->GetSize());
    ui->SetRenderLayers(2);
    ui->root->SetColor(0.2f, 0.1f, 0.1f, 1.0f);
    uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0);
    uiCamera->SetRenderLayers(2);
    uiCamera->SetClearMode(CLEAR_DEPTH);
    btn = CreateButton("Btn", 20, 20, 100, 100, ui->root);
    btn2 = CreateButton("Btn", 20, 150, 100, 100, ui->root);
}

int main(int argc, const char* argv[]) {
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    world = CreateWorld();

    //Create a framebuffer
    framebuffer = CreateFramebuffer(window);

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0, 0, 0);

    initGui();

    ListenEvent(EVENT_DATA, NULL, EventCallback, btn);
    auto color = Vec4(0.5, 0, 1, 0.5f);
    btn->SetColor(color);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) {
        while (PeekEvent()) {
            const Event ev = WaitEvent();
            ui->ProcessEvent(ev);
            if (ev.id == EVENT_WINDOWSIZE) {
                ui->SetSize(framebuffer->size);
                uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0);
            }
        }
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

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