Hi,
I have a problem:
I modified my custom render to check for platform (Android/iOS or anything else)
I have set Android/iOS to use “stretch_projection” which works fine,
but for anything else(HTML5 or desktop) I set it to “fixed_fit_projection”
which works, but the GUI elements are scaled to the window size and not the game’s screen size?
Please download the current build below:
http://fallenangelsoftware.com/stuff/files/RedLightRacer/RedLightRacer.zip
Not sure how to fix the above, perhaps someone can look at the code and propose a fix?
Thanks!
J.
render code:
--
-- projection that centers content with maintained aspect ratio and optional zoom
--
local function fixed_projection(near, far, zoom)
local projected_width = render.get_window_width() / (zoom or 1)
local projected_height = render.get_window_height() / (zoom or 1)
local xoffset = -(projected_width - render.get_width()) / 2
local yoffset = -(projected_height - render.get_height()) / 2
return vmath.matrix4_orthographic(xoffset, xoffset + projected_width, yoffset, yoffset + projected_height, near, far)
end
--
-- projection that centers and fits content with maintained aspect ratio
--
local function fixed_fit_projection(near, far)
local width = render.get_width()
local height = render.get_height()
local window_width = render.get_window_width()
local window_height = render.get_window_height()
local zoom = math.min(window_width / width, window_height / height)
return fixed_projection(near, far, zoom)
end
--
-- projection that stretches content
--
local function stretch_projection(near, far)
return vmath.matrix4_orthographic(0, render.get_width(), 0, render.get_height(), near, far)
end
function init(self)
WindowWidthTrue = 0
WindowHeightTrue = 0
self.tile_pred = render.predicate({"tile"})
self.gui_pred = render.predicate({"gui"})
self.text_pred = render.predicate({"text"})
self.particle_pred = render.predicate({"particle"})
self.test = render.predicate({"test"})
self.clear_color = vmath.vector4(0, 0, 0, 0)
self.clear_color.x = sys.get_config("render.clear_color_red", 0)
self.clear_color.y = sys.get_config("render.clear_color_green", 0)
self.clear_color.z = sys.get_config("render.clear_color_blue", 0)
self.clear_color.w = sys.get_config("render.clear_color_alpha", 0)
self.view = vmath.matrix4()
end
function update(self)
sysinfo = sys.get_sys_info()
WindowWidthTrue = render.get_window_width()
WindowHeightTrue = render.get_window_height()
render.set_depth_mask(true)
render.set_stencil_mask(0xff)
render.clear({[render.BUFFER_COLOR_BIT] = self.clear_color, [render.BUFFER_DEPTH_BIT] = 1, [render.BUFFER_STENCIL_BIT] = 0})
render.set_viewport(0, 0, render.get_window_width(), render.get_window_height())
render.set_view(self.view)
render.set_depth_mask(false)
render.disable_state(render.STATE_DEPTH_TEST)
render.disable_state(render.STATE_STENCIL_TEST)
render.enable_state(render.STATE_BLEND)
render.set_blend_func(render.BLEND_SRC_ALPHA, render.BLEND_ONE_MINUS_SRC_ALPHA)
render.disable_state(render.STATE_CULL_FACE)
-- default is stretch projection. copy from builtins and change for different projection
--
if (sysinfo.system_name == "Android" or sysinfo.system_name == "iOS") then
render.set_projection(stretch_projection(-1, 2))
else
render.set_projection(fixed_fit_projection(-1, 2))
end
render.draw(self.tile_pred)
render.draw(self.particle_pred)
render.draw_debug3d()
-- render GUI
--
render.set_view(vmath.matrix4())
render.set_projection(vmath.matrix4_orthographic(0, render.get_window_width(), 0, render.get_window_height(), -1, 1))
render.enable_state(render.STATE_STENCIL_TEST)
render.draw(self.gui_pred)
render.draw(self.text_pred)
render.disable_state(render.STATE_STENCIL_TEST)
if (sysinfo.system_name == "Android" or sysinfo.system_name == "iOS") then
render.set_projection(stretch_projection(-1, 2))
else
render.set_projection(fixed_fit_projection(-1, 2))
end
render.draw(self.test)
render.set_depth_mask(false)
render.draw_debug2d()
end
function on_message(self, message_id, message)
if message_id == hash("clear_color") then
self.clear_color = message.color
elseif message_id == hash("set_view_projection") then
self.view = message.view
end
end