RE: [GD-General] GUI Design
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From: Troy G. <Tr...@cs...> - 2003-01-23 06:50:48
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The only problem I have with percentages relates to this, but not directly. The main issue to me is that a 0.0 -> 1.0 mapping in X and Y implies a 1:1 aspect ratio to the screen, *or* it implies non-square pixels (neither of which is true). While this may not present any problems in a practical sense, it would certainly present issues (as mentioned before) for pixel-perfect kind of presentation. I would do something along the lines of this: define the world as a 1024x768 screen. 1024 is the resolution of units in alot of packages (IIRC Flash divides pixels into 1024 fractions for position vectors). 1024x768 is, I would imagine, a *very* common display resolution for games (it's my current favorite as a sweet spot between good resolution but not too high). And, it represents the 4:3 aspect ratio that would be present in 640x480, 800x600, 1280x1024 (well, not exactly), 1600x1200... And, if you wanted to be really cool, then you'd do a *separate* layout for 16x9 displays (or just float the 1024x768 horizontally centered with texturing to fill the sides). In the case of tri-head stuff (or dual-head), I would recommend explicitly checking for those situations and either supporting or not specifically. I would *not* try to come up with a form of units that fits *all* cases, because as mentioned below you'll get stretching (or you won't end up using the screen real estate effectively). That being said, are there any games out there that take advantage of dual-monitor/dual-head/tri-head video cards? I know the ole Doom would allow you to run up a network client on three different machines and each machine could be linked for a panoramic view... it'd probably be just 0.01% of the gaming population, but it'd certain be cool (imagine an RTS spanning threee monitors...). Troy Developer Relations Criterion Software www.csl.com > -----Original Message----- > From: Ray [mailto:ra...@gu...] > Sent: Wednesday, January 22, 2003 7:54 PM > To: gam...@li... > Subject: Re: [GD-General] GUI Design > > > Make sure you take window aspect into account. > For example, if you're in parhelia triple-headed mode, your > aspect is really wide and you don't want things horribly stretched. > > - Ray > > Jason Maynard wrote: > > Yeah I would recommend using values between 0.0 and 1.0 as > a percentage of > > the width or height of the screen like you said, you can > convert to actual > > screen coordinates by just multiplying the the screen width > or height then. > > > > Another option is to design the GUI layout in a fixed > resolution and then to > > convert them into a different resolution apply a scaling > factor. Say you > > have a point (x,y) in 640x480 layout and your screen is in > resolution WxH, > > then to find the point (x',y') in screen space: > > > > x' = x * (W / 640); > > y' = y * (H / 480); > > > > -Jason > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Scholarships for Techies! > Can't afford IT training? All 2003 ictp students receive scholarships. > Get hands-on training in Microsoft, Cisco, Sun, Linux/UNIX, and more. > www.ictp.com/training/sourceforge.asp > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |