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use amethyst_core::math::Vector2;
/// World resource that stores screen dimensions.
#[derive(Debug, PartialEq, Clone)]
pub struct ScreenDimensions {
/// Screen width in physical pixels (px).
pub(crate) w: f64,
/// Screen height in physical pixels (px).
pub(crate) h: f64,
/// Width divided by height.
aspect_ratio: f32,
/// The ratio between the backing framebuffer resolution and the window size in screen pixels.
/// This is typically one for a normal display and two for a retina display.
hidpi: f64,
pub(crate) dirty: bool,
}
impl ScreenDimensions {
/// Creates a new screen dimensions object with the given width and height.
pub fn new(w: u32, h: u32, hidpi: f64) -> Self {
ScreenDimensions {
w: f64::from(w),
h: f64::from(h),
aspect_ratio: w as f32 / h as f32,
hidpi,
dirty: false,
}
}
/// Returns the current logical size of window as diagonal vector.
pub fn diagonal(&self) -> Vector2<f32> {
Vector2::new(self.width(), self.height())
}
/// Returns the current logical width of the window.
pub fn width(&self) -> f32 {
self.w as f32
}
/// Returns the current logical height of the window.
pub fn height(&self) -> f32 {
self.h as f32
}
/// Returns the current aspect ratio of the window.
pub fn aspect_ratio(&self) -> f32 {
self.aspect_ratio
}
/// Returns the ratio between the backing framebuffer resolution and the window size in screen pixels.
/// This is typically one for a normal display and two for a retina display.
pub fn hidpi_factor(&self) -> f64 {
self.hidpi
}
/// Updates the width and height of the screen and recomputes the aspect
/// ratio.
///
/// Only use this if you need to programmatically set the resolution of your game.
/// This resource is updated automatically by the engine when a resize occurs so you don't need
/// this unless you want to resize the game window.
pub fn update(&mut self, w: f64, h: f64) {
self.w = w;
self.h = h;
self.aspect_ratio = w as f32 / h as f32;
self.dirty = true;
}
/// Updates the hidpi factor stored in this structure.
///
/// Amethyst will call this for you automatically, most engine users won't need this.
pub fn update_hidpi_factor(&mut self, factor: f64) {
self.hidpi = factor;
}
}