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UI have a offset on specific sreen


Go to solution Solved by Josh,

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Posted

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;
}

 

Check out Slipgate Tactics - turn based tactics Quake fan game, which is made with Ultra Engine/Leadwerks 5:

https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/

Posted

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.

Let's build cool stuff and have fun. :)

Posted

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.

Let's build cool stuff and have fun. :)

Posted

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...

Let's build cool stuff and have fun. :)

  • 1 month later...
  • 5 months later...
Posted

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;
}

 

Let's build cool stuff and have fun. :)

Posted

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

Let's build cool stuff and have fun. :)

Posted

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;
}

 

Check out Slipgate Tactics - turn based tactics Quake fan game, which is made with Ultra Engine/Leadwerks 5:

https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/

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