v0.3.1d: removed strict pixel align pt.2

there is no need to enforce whole interger positions for UI elements. Especially with the recent font changes this was causing alignment problems on high resolution displays.
Elements with non-whole number sizes and positions should be used sparingly, but there's no reason to strictly align them.
This commit is contained in:
Evan Debenham
2015-09-10 20:06:14 -04:00
parent 0ba004b1fa
commit 6313619de7
20 changed files with 80 additions and 85 deletions
@@ -79,8 +79,8 @@ public class RankingsScene extends PixelScene {
BitmapText title = PixelScene.createText(TXT_TITLE, 9);
title.hardlight(Window.SHPX_COLOR);
title.measure();
title.x = align((w - title.width()) / 2);
title.y = align( GAP );
title.x = (w - title.width()) / 2;
title.y = GAP;
add(title);
if (Rankings.INSTANCE.records.size() > 0) {
@@ -89,7 +89,7 @@ public class RankingsScene extends PixelScene {
float rowHeight = GameMath.gate(ROW_HEIGHT_MIN, (uiCamera.height - 26)/Rankings.INSTANCE.records.size(), ROW_HEIGHT_MAX);
float left = (w - Math.min( MAX_ROW_WIDTH, w )) / 2 + GAP;
float top = align( (h - rowHeight * Rankings.INSTANCE.records.size()) / 2 );
float top = (h - rowHeight * Rankings.INSTANCE.records.size()) / 2;
int pos = 0;
@@ -121,15 +121,15 @@ public class RankingsScene extends PixelScene {
BitmapText total = PixelScene.createText( "/" + Rankings.INSTANCE.totalNumber, 8 );
total.hardlight( 0xCCCCCC );
total.measure();
total.x = align( (w - total.width()) / 2 );
total.y = align( top + pos * rowHeight + GAP );
total.x = (w - total.width()) / 2;
total.y = top + pos * rowHeight + GAP;
add( total );
float tw = label.width() + won.width() + total.width();
label.x = align( (w - tw) / 2 );
label.x = (w - tw) / 2;
won.x = label.x + label.width();
total.x = won.x + won.width();
label.y = won.y = total.y = align( h - label.height() - GAP );
label.y = won.y = total.y = h - label.height() - GAP;
}
@@ -138,8 +138,8 @@ public class RankingsScene extends PixelScene {
BitmapText noRec = PixelScene.createText(TXT_NO_GAMES, 8);
noRec.hardlight( 0xCCCCCC );
noRec.measure();
noRec.x = align((w - noRec.width()) / 2);
noRec.y = align((h - noRec.height()) / 2);
noRec.x = (w - noRec.width()) / 2;
noRec.y = (h - noRec.height()) / 2;
add(noRec);
}
@@ -267,29 +267,29 @@ public class RankingsScene extends PixelScene {
shield.x = x;
shield.y = y + (height - shield.height) / 2;
position.x = align( shield.x + (shield.width - position.width()) / 2 );
position.y = align( shield.y + (shield.height - position.height()) / 2 + 1 );
position.x = shield.x + (shield.width - position.width()) / 2;
position.y = shield.y + (shield.height - position.height()) / 2 + 1;
if (flare != null) {
flare.point( shield.center() );
}
classIcon.x = align(x + width - classIcon.width);
classIcon.x = x + width - classIcon.width;
classIcon.y = shield.y;
level.x = align( classIcon.x + (classIcon.width - level.width()) / 2 );
level.y = align( classIcon.y + (classIcon.height - level.height()) / 2 + 1 );
level.x = classIcon.x + (classIcon.width - level.width()) / 2;
level.y = classIcon.y + (classIcon.height - level.height()) / 2 + 1;
steps.x = align(x + width - steps.width - classIcon.width);
steps.x = x + width - steps.width - classIcon.width;
steps.y = shield.y;
depth.x = align( steps.x + (steps.width - depth.width()) / 2 );
depth.y = align( steps.y + (steps.height - depth.height()) / 2 + 1 );
depth.x = steps.x + (steps.width - depth.width()) / 2;
depth.y = steps.y + (steps.height - depth.height()) / 2 + 1;
desc.x = shield.x + shield.width + GAP;
desc.maxWidth = (int)(steps.x - desc.x);
desc.measure();
desc.y = align( shield.y + (shield.height - desc.height()) / 2 + 1 );
desc.y = shield.y + (shield.height - desc.height()) / 2 + 1;
}
@Override