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Resizing panels and text according to resolution
#7029
09/17/01 06:15
09/17/01 06:15
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Joined: Mar 2001
Posts: 1,825 London, England
Keith B [Ambit]
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Hi, Well, as the title says: is there a way of resizing bitmap panels and text according to screen resolution? Obviously it's easy to work out the new size using screen_size.x and screen_size.y, but is it actually possible to resize panels and texts at all? Or do I have to provide a different bitmap for each possible resolution if I don't want enormous panels in low resolutions? Sorry if this is a dumb Q, but I can't find anything about this anywhere. Cheers, Keith
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Re: Resizing panels and text according to resolution
#7030
09/17/01 11:59
09/17/01 11:59
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Anonymous
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Just a guess (I would like to know this too), but I think that you would have to make different PCX/BMP's for each resolution since your panels wouldn't be comprised of vector graphics. I could be wrong (I hope so). -Jeff
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Re: Resizing panels and text according to resolution
#7031
09/18/01 02:13
09/18/01 02:13
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Joined: Mar 2001
Posts: 1,825 London, England
Keith B [Ambit]
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Thanks for your reply - I thought this would be the case. How do other games do it - is it something usually built into the engine? Anyone with any ideas? I guess creating various bitmaps for each resolution isn't too difficult, though it does add a fair few lines of script... Cheers, Keith
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Re: Resizing panels and text according to resolution
#7032
09/18/01 06:19
09/18/01 06:19
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Anonymous
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You can use the same bitmaps for all the resolutions; of course they'll look smaller at higher resolutions.
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Re: Resizing panels and text according to resolution
#7033
09/18/01 06:41
09/18/01 06:41
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Joined: Mar 2001
Posts: 1,825 London, England
Keith B [Ambit]
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Hi George, thanks for your reply but what I want to do is make the bitmaps the same size at all resolutions - of course I know I can use the same bitmaps if I'm not bothered about this. Cheers, Keith
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Re: Resizing panels and text according to resolution
#7034
09/18/01 08:35
09/18/01 08:35
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Anonymous
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I searched through the WDL Manual and I found nothing for resizing Panels. I have noticed that in many games they just deal with the Panels looking smaller when the user picks a higher resolution than what the Panel was designed for (they do of course reposition the panels). However, I have seen many games keep the panels perspective size the same no matter what resolution was selected. In that case I am almost certain they would have just made one large panel then down-size and save it for each resolution supported. -Jeff
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Re: Resizing panels and text according to resolution
#7035
09/18/01 10:12
09/18/01 10:12
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Looks like this will be in a future release of the SDK. forum topic -Dylan
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Re: Resizing panels and text according to resolution
#7036
09/18/01 20:53
09/18/01 20:53
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Following on from what Braxt said, all you would have to do is create one panel for 1600x1200/1024x768 (depening on you screen resolution setups in your game), then create a new function to chnage the panel size when the resolution is lowered, then call it in the main resolution change function, and on F5 it should change - I have not tried it myself but it should work - I'll try and make an example of what I mean (I probably am making no sense as I need sleep - well, better get some ) Cya!
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Re: Resizing panels and text according to resolution
#7037
09/21/01 01:36
09/21/01 01:36
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Anonymous
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you could just make seperate bitmaps for each resolution.
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Re: Resizing panels and text according to resolution
#7038
09/21/01 07:40
09/21/01 07:40
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It isn't possible to resize panels... but it is possible to scale sprites placed in the level. Perhaps, if one were to define a "panel" not as a panel but as a sprite entity attached to a view, one would be able to resize it via scale... of course that would mean no panel effects like buttons, bars, sliders and the like... all things have a downside, I guess. Gnometech
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