Created
January 22, 2014 11:27
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Simple layout relative position
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main(){ | |
//load layout | |
XMLFile* xmlFile = cache->GetResource<XMLFile>(layoutName); | |
SharedPtr<UIElement> lay =GetContext()->GetSubsystem<UI>()->LoadLayout(xmlFile); | |
GetContext()->GetSubsystem<UI>()->GetRoot()->AddChild(lay); | |
Vector2 resEditor (1920,1080);// this is the resolution used in the editor - could be came from .xml | |
Vector2 currentResolution (1600,1080); // current resolution from EngineParameters | |
GuiHelper::ReDraw(lay,resEditor,currentResolution); | |
} | |
GuiHelper.h | |
class GUIHELPER | |
{ | |
.... | |
static void ReDraw( Urho3D::UIElement * root , Urho3D::Vector2 & layoutResolution , Urho3D::Vector2 & windowResolution ); | |
static Urho3D::Vector2 convertFromRelative(const Urho3D::Vector2 & _point, const Urho3D::Vector2 & _view); | |
static Urho3D::Vector2 convertToRelative(const Urho3D::IntVector2& _coord, const Urho3D::Vector2& _view); | |
} | |
GuiHelper.cpp | |
void GuiHelper::ReDraw( UIElement * root , Vector2 & layoutResolution , Vector2 & windowResolution ) | |
{ | |
//take all elements | |
PODVector<UIElement*> child; | |
root->GetChildren(child,true); | |
for (unsigned int i = 0 ; i < child.Size();i++) | |
{ | |
UIElement * ui= child[i]; | |
//convert position | |
{ | |
IntVector2 position =ui->GetPosition(); | |
Vector2 rel= convertToRelative(position,rifWindows); | |
Vector2 abs=convertFromRelative(rel,renderWindow); | |
IntVector2 absPos=IntVector2( (int)abs.x_,(int)abs.y_); | |
ui->SetPosition(absPos); | |
} | |
//convert size | |
{ | |
IntVector2 size =ui->GetSize(); | |
Vector2 rel= convertToRelative(size,rifWindows); | |
Vector2 abs=convertFromRelative(rel,renderWindow); | |
IntVector2 absSize=IntVector2( (int)abs.x_,(int)abs.y_); | |
ui->SetSize(absSize); | |
} | |
} | |
} | |
Urho3D::Vector2 GuiHelper::convertFromRelative( const Vector2 & _point, const Vector2 & _view ) | |
{ | |
return Vector2( _point.x_ * _view.x_, _point.y_ * _view.y_); | |
} | |
Urho3D::Vector2 GuiHelper::convertToRelative( const IntVector2& _coord, const Vector2& _view ) | |
{ | |
return Vector2( _coord.x_ / (float)_view.x_, _coord.y_ / (float)_view.y_); | |
} |
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