fix more sizing bugs
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@ -335,39 +335,8 @@ int OnAreaKeyEvent(uiAreaHandler* handler, uiArea* area, uiAreaKeyEvent* evt)
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return 1;
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}
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void OnAreaResize(uiAreaHandler* handler, uiArea* area, int width, int height)
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void SetupScreenRects(int width, int height)
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{
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float ratio = (height/2) / (float)width;
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int availW, availH;
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int startX, startY;
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int screenW = 256;
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int screenH = 384;
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// TODO: "screw aspect ratio" option, I guess
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/*if (ratio <= 0.75)
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{
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// bars on the sides
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availW = (height * screenW) / screenH;
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startX = (width - availW) / 2;
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availH = height;
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startY = 0;
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}
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else
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{
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availH = (width * screenH) / screenW;
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startY = (height - availH) / 2;
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availW = width;
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startX = 0;
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}*/
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bool horizontal = false;
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if (ScreenLayout == 2) horizontal = true;
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else if (ScreenLayout == 0)
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@ -385,8 +354,10 @@ void OnAreaResize(uiAreaHandler* handler, uiArea* area, int width, int height)
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sizemode = ScreenSizing;
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// blarg.
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screenW = 256;
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screenH = 192;
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// should be changed if rotation is used
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// (also TODO: swap top/bottom screen if needed)
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int screenW = 256;
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int screenH = 192;
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if (horizontal)
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{
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@ -430,7 +401,7 @@ void OnAreaResize(uiAreaHandler* handler, uiArea* area, int width, int height)
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else
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{
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TopScreenRect.Width = widthreq;
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TopScreenRect.Height = height - screenH;
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TopScreenRect.Height = (sizemode==0) ? (height / 2) : (height - screenH);
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}
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TopScreenRect.Y = startY;
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TopScreenRect.X = (width - TopScreenRect.Width) / 2;
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@ -446,48 +417,15 @@ void OnAreaResize(uiAreaHandler* handler, uiArea* area, int width, int height)
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else
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{
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BottomScreenRect.Width = widthreq;
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BottomScreenRect.Height = height - screenH;
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BottomScreenRect.Height = height - TopScreenRect.Height;
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}
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BottomScreenRect.X = (width - BottomScreenRect.Width) / 2;
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}
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}
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#if 0
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if (ratio <= 0.75)
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{
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// bars on the sides
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int targetW = (height * 256) / 384;
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int barW = (width - targetW) / 2;
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TopScreenRect.X = barW;
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TopScreenRect.Width = targetW;
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TopScreenRect.Y = 0;
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TopScreenRect.Height = height / 2;
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BottomScreenRect.X = barW;
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BottomScreenRect.Width = targetW;
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BottomScreenRect.Y = height / 2;
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BottomScreenRect.Height = height / 2;
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}
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else
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{
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// TODO: this should do bars on the top, and fixed screen gap
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// for now we'll adjust the screen gap in consequence
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int targetH = (width * 384) / 256;
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int gap = height - targetH;
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TopScreenRect.X = 0;
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TopScreenRect.Width = width;
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TopScreenRect.Y = 0;
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TopScreenRect.Height = targetH / 2;
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BottomScreenRect.X = 0;
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BottomScreenRect.Width = width;
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BottomScreenRect.Y = (targetH / 2) + gap;
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BottomScreenRect.Height = targetH / 2;
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}
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#endif
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void OnAreaResize(uiAreaHandler* handler, uiArea* area, int width, int height)
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{
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SetupScreenRects(width, height);
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// TODO:
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// should those be the size of the uiArea, or the size of the window client area?
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@ -683,6 +621,8 @@ void OnSetScreenSizing(uiMenuItem* item, uiWindow* window, void* param)
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{
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int sizing = *(int*)param;
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ScreenSizing = sizing;
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SetupScreenRects(Config::WindowWidth, Config::WindowHeight);
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}
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