Page 1 of 1

Resolutions for GUI API

Posted: Wed Mar 06, 2013 2:21 pm
by Xanathar
Hi all :)
I posted something similar to this some days ago, then deleted because I thought I solved it and now I'm reposting it because, well, I didn't. :roll:

First of all:
Which are the minimum and maximum resolutions the game runs with ? The horizontally minimum seems 1024x768, the vertically minimum seems 1280x720. The maximums I don't know :) But please correct me if I'm wrong on the minimum values.

Ok, now with the problem. If for the sake of argument (:lol:) I want to draw something with the GUI functions which overlays (underlays actually, as they are painted before) the champion avatars, I need to reposition my object (and scale it - which the GUI doesn't support :o ) according to the position/size changes of the avatars.

So, the quesion is: how native GUI elements are placed/scaled when the resolution changes ?

I collected some data here:
https://docs.google.com/spreadsheet/ccc ... sp=sharing

But I'm not able to find a simple relationship. More data or help is welcome!

Re: Resolutions for GUI API

Posted: Wed Mar 06, 2013 2:29 pm
by Komag
When I was messing around with various custom resolutions I thought I remember noticing that the avatars only changed with height, not width. And it's definitely that way in the editor preview (which can be very helpful to mess around with). So maybe just look at height ratios. And to be most accurate, I would suggest only doing the "selection" as the avatars themselves (down to lower-right of champ 4 right hand) not to bottom corner of screen. Or at least adding that metric to the chart.

Re: Resolutions for GUI API

Posted: Wed Mar 06, 2013 2:41 pm
by Xanathar
And to be most accurate, I would suggest only doing the "selection" as the avatars themselves (down to lower-right of champ 4 right hand) not to bottom corner of screen. Or at least adding that metric to the chart.
Yes I thought of that, but then verified that the gap between avatars and screen border also changes of about the same ratio.
Will take those measurements and re-check, thanks!

Re: Resolutions for GUI API

Posted: Wed Mar 06, 2013 7:33 pm
by Xanathar
Just a quick note of oddity I found playing with resolutions: the angle of view changes with the resolution in odd ways - for example 1280x720 is not just an horizontal crop of 1280x1024 and neither 1280x1024 is a vertical crop of an hypothetical 1820x1024, the angle of view changes - the 1280x1024 seems a photo taken with a wide angle lens, it exaggerates all the perspective relationships. Or so it seems to my eye :?

Getting back to the GUI things: comparing 1280x720 with 1280x800 with 1280x1024 and then 1024x768 with 1366x768, I can safely say the 2d gui scales with both width and height.

Re: Resolutions for GUI API

Posted: Wed Mar 06, 2013 8:00 pm
by petri
What is happening is that the system is trying to find proper settings that don't cause the gui to overlap with important 3d elements and to keep the floor visible so items can be picked up. This combined with different aspect ratios and resolutions was a major hurdle. We tried to make sure that the game looks ok in all commonly used resolutions.

Re: Resolutions for GUI API

Posted: Thu Mar 07, 2013 11:56 am
by Xanathar
Thanks petri. I guess there is no easy formula to figure out for alignment then. Got to go back to the drawing board and find an alternate solution (I was trying to do comic-like baloons for speaking champions :) ).

Thanks!

Re: Resolutions for GUI API

Posted: Thu Mar 07, 2013 2:41 pm
by petri
Don't give up :) I was merely trying to explain why the fov changes with window size. You should be able to ignore the fov adjustment. I think it should be possible to track the size and position of the attack panel on screen with a little work...

Re: Resolutions for GUI API

Posted: Thu Mar 07, 2013 11:03 pm
by Xanathar
Eheh ok I won't :) Or at least, I'll try harder :)