use crate::{render::Renderer, window::Window}; use vek::*; // How the ui is scaled pub enum ScaleMode { // Scale against physical size Absolute(f64), // Use the dpi factor provided by the windowing system (i.e. use logical size) DpiFactor, // Scale based on the window's physical size, but maintain aspect ratio of widgets // Contains width and height of the "default" window size (ie where there should be no scaling) RelativeToWindow(Vec2), } pub struct Scale { // Type of scaling to use mode: ScaleMode, // Current dpi factor dpi_factor: f64, // Current logical window size window_dims: Vec2, } impl Scale { pub fn new(window: &Window, mode: ScaleMode) -> Self { let window_dims = window.logical_size(); let dpi_factor = window.renderer().get_resolution().x as f64 / window_dims.x; Scale { mode, dpi_factor, window_dims, } } // Change the scaling mode pub fn scaling_mode(&mut self, mode: ScaleMode) { self.mode = mode; } // Calculate factor to transform between logical coordinates and our scaled coordinates pub fn scale_factor_logical(&self) -> f64 { match self.mode { ScaleMode::Absolute(scale) => scale / self.dpi_factor, ScaleMode::DpiFactor => 1.0, ScaleMode::RelativeToWindow(dims) => { (self.window_dims.x / dims.x).min(self.window_dims.y / dims.y) } } } // Calculate factor to transform between physical coordinates and our scaled coordinates pub fn scale_factor_physical(&self) -> f64 { self.scale_factor_logical() * self.dpi_factor } // Updates internal window size (and/or dpi_factor) pub fn window_resized(&mut self, new_dims: Vec2, renderer: &Renderer) { self.dpi_factor = renderer.get_resolution().x as f64 / new_dims.x; self.window_dims = new_dims; } // Get scaled window size pub fn scaled_window_size(&self) -> Vec2 { self.window_dims / self.scale_factor_logical() } // Transform point from logical to scaled coordinates pub fn scale_point(&self, point: Vec2) -> Vec2 { point / self.scale_factor_logical() } }