RE: [GD-General] GUI Design
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From: Jamie F. <ja...@qu...> - 2003-01-23 11:56:43
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it's really up to the user to decide how they want to deal with widescreen (or other aspect ratios). the engine also provides the physical aspect ratio. i found that our gui looked fine in widescreen (even though it was scaled to the wrong aspect ratio), so left it alone. however, i played tricks with the field of view when we move to widescreen (we don't do what most apps do). the bars and springs that brian mentioned seem an excellent way of doing a more general solution, but for most game apps i'm sure a few boxes in the right places would do the job well enough. jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Noel Llopis Sent: 23 January 2003 11:38 To: gam...@li... Subject: Re: [GD-General] GUI Design On Thu, 23 Jan 2003 10:51:36 +0000 Jamie Fowlston <ja...@qu...> wrote: > our engine lets the user specify a virtual coordinate system within which > they can work, independently of the actual display resolution. works fine :) > > what you do as regards multiple monitors and positioning / scaling > components within that virtual space is up to you :) How does that work for varying aspect ratios? If the designer creates a GUI with a certain aspect ratio in mind, and then you switch to HDTV mode, are components rearranged correctly? I'm thinking more along the lines of those Java-style layouts, that way they can put a left box with a bunch of stuff inside, a bottom box, etc. Then changing the screen ratio would make everything work perfectly. --Noel ll...@co... ------------------------------------------------------- This SF.NET email is sponsored by: SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! http://www.vasoftware.com _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |