Add Graphics.UIScale setting to modify UI size.
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@@ -78,7 +78,7 @@ namespace OpenRA.Graphics
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private set
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{
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zoom = value;
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viewportSize = (1f / zoom * new float2(Game.Renderer.Resolution)).ToInt2();
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viewportSize = (1f / zoom * new float2(Game.Renderer.NativeResolution)).ToInt2();
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cellsDirty = true;
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allCellsDirty = true;
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}
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@@ -181,7 +181,7 @@ namespace OpenRA.Graphics
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float CalculateMinimumZoom(float minHeight, float maxHeight)
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{
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var h = Game.Renderer.Resolution.Height;
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var h = Game.Renderer.NativeResolution.Height;
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// Check the easy case: the native resolution is within the maximum limit
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// Also catches the case where the user may force a resolution smaller than the minimum window size
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@@ -222,7 +222,7 @@ namespace OpenRA.Graphics
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minZoom = CalculateMinimumZoom(range.X, range.Y);
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}
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maxZoom = Math.Min(minZoom * viewportSizes.MaxZoomScale, Game.Renderer.Resolution.Height * 1f / viewportSizes.MaxZoomWindowHeight);
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maxZoom = Math.Min(minZoom * viewportSizes.MaxZoomScale, Game.Renderer.NativeResolution.Height * 1f / viewportSizes.MaxZoomWindowHeight);
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if (unlockMinZoom)
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{
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@@ -304,9 +304,9 @@ namespace OpenRA.Graphics
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yield return new MPos(u, v);
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}
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public int2 ViewToWorldPx(int2 view) { return (1f / Zoom * view.ToFloat2()).ToInt2() + TopLeft; }
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public int2 WorldToViewPx(int2 world) { return (Zoom * (world - TopLeft).ToFloat2()).ToInt2(); }
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public int2 WorldToViewPx(float3 world) { return (Zoom * (world - TopLeft).XY).ToInt2(); }
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public int2 ViewToWorldPx(int2 view) { return (graphicSettings.UIScale / Zoom * view.ToFloat2()).ToInt2() + TopLeft; }
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public int2 WorldToViewPx(int2 world) { return ((Zoom / graphicSettings.UIScale) * (world - TopLeft).ToFloat2()).ToInt2(); }
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public int2 WorldToViewPx(float3 world) { return ((Zoom / graphicSettings.UIScale) * (world - TopLeft).XY).ToInt2(); }
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public void Center(IEnumerable<Actor> actors)
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{
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