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UI have a offset on specific sreen


Dreikblack
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Normal look

image.png.29f44fbf5500fc99821e56fc10c42252.png

On my 2nd screen. Normal on 3rd one tho.

image.png.aa014b8b9a76d29c0263c30f98926769.png

Also UI mouse input works like if no offset happen

 

#include "UltraEngine.h"

using namespace UltraEngine;

shared_ptr<Window> window;
shared_ptr<Framebuffer> framebuffer;
shared_ptr<World> world;
shared_ptr<Interface> ui;
shared_ptr<Camera> uiCamera;

shared_ptr<Widget> btn;
shared_ptr<Widget> btn2;

static bool EventCallback(const Event& e, shared_ptr<Object> extra)
{
    Print("Callback");
    return true;
}

void initGui()
{
    auto default_font = LoadFont("Fonts\\arial.ttf");
    ui = CreateInterface(world, default_font, framebuffer->GetSize());
    ui->SetRenderLayers(2);
    ui->root->SetColor(0.2f, 0.1f, 0.1f, 1.0f);
    uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0);
    uiCamera->SetRenderLayers(2);
    uiCamera->SetClearMode(CLEAR_DEPTH);
    btn = CreateButton("Btn", 20, 20, 100, 100, ui->root);
    btn2 = CreateButton("Btn", 20, 150, 100, 100, ui->root);
}

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    world = CreateWorld();

    //Create a framebuffer
    framebuffer = CreateFramebuffer(window);

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0, 0, 0);

    initGui();

    ListenEvent(EVENT_DATA, NULL, EventCallback, btn);
    auto color = Vec4(0.5, 0, 1, 0.5f);
    btn->SetColor(color);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        while (PeekEvent())
        {
            const Event ev = WaitEvent();
            ui->ProcessEvent(ev);
        }
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

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The titlebars in your screenshots are a different size. It looks like the monitors are using a different display scale, which will give them a different framebuffer size.

My job is to make tools you love, with the features you want, and performance you can't live without.

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It seems that your framebuffer size is changing if you move a window in between two screens with a different display scale, so you would need to reposition your 2D camera.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I am mostly concerned at the prospect of the window client area changing size while rendering is happening on another thread. Will need to get out another monitor and test this some more...

My job is to make tools you love, with the features you want, and performance you can't live without.

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