fix clipping

This commit is contained in:
RandomityGuy 2022-12-21 22:23:51 +05:30
parent a548b15d69
commit e64082a609
3 changed files with 17 additions and 7 deletions

View file

@ -119,7 +119,7 @@ class GuiControl {
rect.position = parentRect.position.add(this.position.multiply(uiScaleFactor));
}
var scaleFactor = 1.0 / Window.getInstance().windowToPixelRatio;
var scaleFactor = 1.0;
#if (js || android)
scaleFactor = 1 / Settings.zoomRatio; // 768 / js.Browser.window.innerHeight * js.Browser.window.devicePixelRatio; // 0.5; // 768 / js.Browser.window.innerHeight; // js.Browser.window.innerHeight * js.Browser.window.devicePixelRatio / 768;
#end

View file

@ -9,6 +9,7 @@ import src.MarbleGame;
@:publicFields
class GuiImage extends GuiControl {
var bmp:Bitmap;
var bmpFlow:Flow;
public var pressedAction:GuiControl->Void = null;
@ -24,16 +25,23 @@ class GuiImage extends GuiControl {
// bmp.scaleY = renderRect.extent.y / bmp.tile.height;
bmp.width = renderRect.extent.x;
bmp.height = renderRect.extent.y;
if (scene2d.contains(bmp)) {
scene2d.removeChild(bmp); // Refresh "layer"
if (doClipping) {
bmpFlow.maxWidth = Std.int(hittestRect.extent.x);
bmpFlow.maxHeight = Std.int(hittestRect.extent.y);
}
scene2d.addChild(bmp);
if (scene2d.contains(obj)) {
scene2d.removeChild(obj); // Refresh "layer"
}
scene2d.addChild(obj);
super.render(scene2d);
}
public override function dispose() {
super.dispose();
this.bmp.remove();
if (this.doClipping) {
bmpFlow.remove();
} else
this.bmp.remove();
}
public override function onMouseRelease(mouseState:MouseState) {
@ -45,6 +53,9 @@ class GuiImage extends GuiControl {
public override function onRemove() {
super.onRemove();
if (MarbleGame.canvas.scene2d.contains(bmpFlow)) {
MarbleGame.canvas.scene2d.removeChild(bmpFlow); // Refresh "layer"
}
if (MarbleGame.canvas.scene2d.contains(bmp)) {
MarbleGame.canvas.scene2d.removeChild(bmp); // Refresh "layer"
}

View file

@ -13,8 +13,7 @@ class Rect {
}
public function inRect(point:Vector) {
return (position.x <= point.x && (position.x + extent.x) >= point.x)
&& (position.y <= point.y && (position.y + extent.y) >= point.y);
return (position.x < point.x && (position.x + extent.x) > point.x) && (position.y < point.y && (position.y + extent.y) > point.y);
}
public function intersect(other:Rect) {