Change UI design
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@ -56,7 +56,7 @@ Graphic3DRenderer::Graphic3DRenderer() {
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mMainCamera = std::make_unique<Camera>();
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mMainCamera->SetPosition(0.0f, 1.5f, -8.0f);
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}
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SetRTSize(1280.f, 324.f);
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SetRTSize(1280.f, 400.f);
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mMainCamera->UpdateCamView();
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// Fill world object list to render
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@ -49,7 +49,7 @@ CockpitUI::CockpitUI(unsigned int w, unsigned int h) : UI(w, h) {
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CreateDefaultRenderWindow();
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mStaticCockpitTexture.setSrgb(true);
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if (!mStaticCockpitTexture.loadFromFile("cockpit_ui_empty_rescaled.png", sf::IntRect(0, 0, 1280, 780)))
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if (!mStaticCockpitTexture.loadFromFile("cockpit_ui.png", sf::IntRect(0, 0, 1280, 780)))
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throw std::runtime_error("Unable to load texture datas");
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}
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@ -65,9 +65,9 @@ void CockpitUI::Draw(std::shared_ptr<sf::RenderWindow>& context) {
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mUIRender.clear(sf::Color::Transparent);
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// Draw the radar display
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sf::CircleShape radar(95, 8);
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sf::CircleShape radar(98, 8);
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radar.setRotation(22.5f);
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radar.setPosition(sf::Vector2f(838,378));
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radar.setPosition(sf::Vector2f(836,416));
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radar.setFillColor(SF_COLOR_4CHEX(0x666666FF));
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mUIRender.draw(radar, sRS);
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8
Game.cpp
8
Game.cpp
@ -8,6 +8,8 @@
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#include "Engine/Misc/Logger.hpp"
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#include "Engine/Utils/Perfs.hpp"
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#define COCKPIT_VIEW_RATIO (400.f / WNDSIZE_DEFAULT_H)
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using std::make_shared;
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using std::make_unique;
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@ -41,7 +43,7 @@ Game::Game(std::shared_ptr<sf::RenderWindow>& mainWnd, bool dbgFlag) : mbDbgMode
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mWorld3D = make_shared<Graphic3DRenderer>();
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mCockpitUI = make_unique<CockpitUI>(wndWidth, (wndWidth * H_RATIO));
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mWorldUI = make_unique<WorldUI>(wndWidth, std::floor((wndWidth * H_RATIO) * 0.45f), mWorld3D);
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mWorldUI = make_unique<WorldUI>(wndWidth, std::floor((wndWidth * H_RATIO) * COCKPIT_VIEW_RATIO), mWorld3D);
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if (mbDbgModeEnabled) {
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mDbgUI = make_unique<DebugUI>();
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@ -120,8 +122,8 @@ void Game::EventMouseMoved(int _x, int _y) {
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void Game::EventWindowSizeChanged(unsigned int w, unsigned int h) {
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mCockpitUI->SetRTSize(static_cast<float>(w), (w * H_RATIO));
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mWorldUI->SetRTSize(static_cast<float>(w), std::floor((w * H_RATIO) * 0.45f), true);
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mWorld3D->SetRTSize(static_cast<float>(w), std::floor((w * H_RATIO) * 0.45f));
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mWorldUI->SetRTSize(static_cast<float>(w), std::floor((w * H_RATIO) * COCKPIT_VIEW_RATIO), true);
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mWorld3D->SetRTSize(static_cast<float>(w), std::floor((w * H_RATIO) * COCKPIT_VIEW_RATIO));
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}
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void Game::Update() {
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