Expand description
Design-space placement: the viewport scale every game recomputes, and the anchor/offset rectangle they all place panels with.
Two scales come out of one viewport: fit (the whole design rectangle is
visible, so nothing is cropped) and cover (the design rectangle covers the
viewport, so nothing is letterboxed). Games use fit for HUD and menus and
cover for overlays that must reach past the design box.
anchor_rect is the games’ rect(vp, s, anchor, offset): the anchor is
four viewport fractions (left, top, right, bottom) and the offset adds four
design-unit distances to those edges before the right/bottom edges are
clamped into the viewport. The left edge is not clamped, matching the copies,
so an off-screen panel stays off-screen.
Structs§
- Anchor
Edges - The four design-space edges
anchor_rectproduces. - Scale
- The two viewport scales, computed once per frame.
Enums§
- Scale
Error - Why a viewport or design box cannot produce a scale.
Constants§
- DESIGN
- The design box the template line draws at (960 x 540, 16:9).
Functions§
- anchor_
edges - Resolve an anchor and offset against a viewport.
- anchor_
rect - An absolutely positioned, full-bleed helper box: the games’
rect(...). - design_
units - Pointer position in physical pixels to design units.
- disc
- A filled circle at a design-space point, with a design-unit radius.
- ring
- An unfilled circle: the virtual stick’s ring.