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ALLEGRO_RESIZABLE & Mouse Pointer Collision Detection |
GaryT
Member #14,875
January 2013
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When using al_set_new_display_flags(ALLEGRO_RESIZABLE), is there a way to do the following: 1) Have a program detect the size of the window as it's being manually changed by the player using the mouse. I understand the actual created display size remains the same, but would like to change certain objects size and position for collision detection to work correctly between the mouse pointer and those objects after the window has been resized by the player, otherwise the collision detection between the mouse pointer and those objects remains in the same position relative to the initially created display, whilst the graphics change size and position as the display window size is manually adjusted. In other words the collision detection happens in the wrong visual place on screen. 2) After initializing al_set_new_display_flags(ALLEGRO_RESIZABLE) and creating the display, is there a way to program the window display size as opposed to the player adjusting it using the mouse. It's just that if a player adjusts the window size, then switches into fullscreen, and then back to resizable, I'd like to know what the previous resizable size was so I can set it back to that size, rather than it be initiated at the actual created display size. Part of My Next Entry Quoted Below, Which I can't Edit Now, Is BALONEY GaryT said: which I guess is essential, as if a player manually changed the window size in this way during play and the created display al_create_display(WIDTH, HEIGHT) was to change also, then the game/programming would crash.
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jmasterx
Member #11,410
October 2009
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1. I'm not sure I quite understand, but when Allegro detects a resize, you are sent the event which has the new display size: I do something like: 1 void SceneManager::defaultBeginEventHandler( ALLEGRO_EVENT*evt )
2 {
3
4 m_currentScene->processGuiInputEvent(evt);
5
6 if(evt->type == ALLEGRO_EVENT_TIMER && evt->timer.source == m_gameTimer)
7 {
8 if(m_transitioning)
9 {
10 m_transitionOpacity -= m_transitionRate;
11
12 if(m_transitionOpacity <= 0)
13 {
14 m_transitionOpacity = 0;
15 m_transitioning = false;
16 }
17 }
18 m_needsRedraw = true;
19 m_devices->getAudioManager()->logic();
20 m_currentScene->sceneLogic();
21 m_currentScene->processGuiLogic();
22 m_currentScene->logic();
23 m_devices->getNetClient()->tick();
24 }
25 else if(evt->type == ALLEGRO_EVENT_DISPLAY_RESIZE)
26 {
27 m_needsResize = true;
28 m_newScreenWidth = evt->display.width;
29 m_newScreenHeight = evt->display.height;
30 sendResizeMessage(m_newScreenWidth,m_newScreenHeight);
31 }
32 else if(m_needsResize)
33 {
34 m_needsResize = false;
35
36 }
37 }
38
39...
40
41 void SceneManager::sendResizeMessage( int w, int h )
42 {
43 //this is a bug in Allegro
44 if(w == 0 && h == 0)
45 {
46 return;
47 }
48
49 al_acknowledge_resize(m_devices->getDisplay()->getContext());
50 m_g.resizeBuffer(w,h);
51 //stop transition
52 m_transitioning = false;
53 m_transitionOpacity = 0.0f;
54 m_currentScene->processGuiResizeEvent();
55 m_currentScene->resizeEvent(
56 w,h);
57 Log::write("Scene Manager","Resize Event: Width:" + StringUtil::toString(w) +
58 " Height:" + StringUtil::toString(h));
59 }
So with that, you get the new display size and you can update your gui however you want. 2. To resize it yourself you do http://alleg.sourceforge.net/a5docs/refman/display.html#al_resize_display Agui GUI API -> https://github.com/jmasterx/Agui |
GaryT
Member #14,875
January 2013
|
So far I've found resizing the window with the mouse (whilst playing the game) when using ALLEGRO_RESIZABLE only shrinks or expands the graphics, which I guess is essential, as if a player manually changed the window size in this way during play and the created display al_create_display(WIDTH, HEIGHT) was to change also, then the game/programming would crash. So what I'm finding (during play) is that even though the graphics shrink and expand as they should when using the mouse to adjust the window size, the mouse pointer collision detection isn't aligned with the graphics because the mouse pointer still references the created display al_create_display(WIDTH, HEIGHT) which understandably doesn't change as the window is resized. To describe this, if the window gets smaller the collision detection happens to the right of the objects as graphically they are displayed more to the left (the window shrinks along with the displayed graphics within it, but al_create_display(WIDTH, HEIGHT) stays the same). Similarly if the window gets larger the collision detection happens to the left of the objects. I'm guessing now the features which I'm after don't exist within ALLEGRO. Please note this does not stop my main game from playing at all, but just messes up the various stages where I need to have the mouse effectively click on certain button images. If access to the ALLEGRO_RESIZABLE window were available as parameters Width and Height, then I guess there would be various ways to compensate. For example if the window was made smaller, the int x = al_get_mouse_state_axis(&state, 0) could be increased proportionally to the window getting smaller effectively making int x collision detect correctly relative to al_create_display(WIDTH, HEIGHT). With regards to my initial post where I suggested changing the size and positions of various objects, I'm now thinking that would only work if there was a second copy of the objects, one unchanged for the graphics (ALLEGRO_RESIZABLE), and one which does change proportionally to the resized window. I think the easiest way (because of less work to do) might be the first way, adding or subtracting to the x = al_get_mouse_state_axis(&state, 0) values. So it seems that for my question 1) I need access to the ALLEGRO_RESIABLE manually adjusted window width and height in the form of parameters, to work with within my programming, and for my question 2) I guess this also is not possible for me to do. |
jmasterx
Member #11,410
October 2009
|
I'm just a bit confused by some of this. I understand your problem, but I don't quite understand why it should happen. My game dynamically resizes and repositions elements and my gui mouse stuff works fine. What I find strange too is that you're saying changing the window size affects the mouse position returned, which should not be since mouse starts at top left (0,0). Is there a way you could either send your game src or make an example that demonstrates the problem. There might just be something simple you need to do. Also, are you just upscaling your content? Because in that case, the mouse and gui positions won't line up, you'd have to transform your mouse position. I have code for that in my gui api if you need it. Agui GUI API -> https://github.com/jmasterx/Agui |
GaryT
Member #14,875
January 2013
|
Are you saying if you have an object exactly in the middle of the display which can be collision detected with the mouse pointer, that when in ALLEGRO_RESIZABLE if you manually resize the window (using the mouse) to approximately half the size whilst playing, that your object which is now half the size and still in the middle of the display (like it is for me), still has the collision detection with the mouse pointer working correctly, both being aligned. For me changing the window size does not affect the mouse position returned. If it did so proportionally to the window size being changed as I've described, that might be the perfect solution. I've rewritten some of my last post to try and make it a bit clearer, as some of it was not good. Thank you jmasterx for helping with this |
Edgar Reynaldo
Major Reynaldo
May 2007
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It's not about changing the mouse position but changing the button position. When you scale your graphics your button rectangle changes. My GUI mouse stuff works fine with al_resize_display and with ALLEGRO_EVENT_DISPLAY_RESIZE. Try and show us example code that doesn't work. You can use <code></code> tags. My Website! | EAGLE GUI Library Demos | My Deviant Art Gallery | Spiraloid Preview | A4 FontMaker | Skyline! (Missile Defense) Eagle and Allegro 5 binaries | Older Allegro 4 and 5 binaries | Allegro 5 compile guide |
jmasterx
Member #11,410
October 2009
|
Right, so you are proportionally resizing your elements. Whereas in my case, in my gui, I literally have an algorithm running that says: onResize: And thus, my mouse coordinates make sense. I suspect that regardless of the size of your screen, your elements just RENDER proportionally, so you do not actually change their location and size. This is the class I made that can transform your mouse. https://github.com/jmasterx/Agui/blob/master/src/Agui/Transform.cpp My gui uses it like this: 1void Gui::_dispatchMouseEvents()
2{
3if(isDelayingMouseDownEvents())
4{
5while(!queuedMouseDown.empty())
6{
7MouseInput mi = queuedMouseDown.back();
8queuedMouseDown.pop();
9if(mi.type == MouseEvent::MOUSE_DOWN)
10{
11_dispatchMousePreview(mi,mi.type);
12if(!mouseEvent.isConsumed())
13handleMouseDown(mi);
14}
15}
16}
17while(!input->isMouseQueueEmpty())
18{
19MouseInput mi = input->dequeueMouseInput();
20if(isUsingTransform())
21{
22float x = (float)mi.x;
23float y = (float)mi.y;
24transform.transformPoint(&x,&y);
25mi.x = (int)x;
26mi.y = (int)y;
27}
So the idea is, whatever transformation is applied to upscale the rendering must be applied to your mouse position. The alternative, as I had mentioned is to change the size and position of your gui elements so that the mouse coordinates are screen-relative rather than world-oriented. Agui GUI API -> https://github.com/jmasterx/Agui |
GaryT
Member #14,875
January 2013
|
Thank you both I'm not resizing the 'object graphics' or the 'created display' in the way that is perhaps being assumed. I'm not using any other resize() function/class other than the one below. I'm using: al_set_new_display_flags(ALLEGRO_RESIZABLE), which only allows the display window to change size via use of the mouse whilst the game is running. Please confirm that it's (ALLEGRO_RESIZABLE) to which you are referring |
jmasterx
Member #11,410
October 2009
|
One important thing, do you call al_acknowledge_resize ? If you do not you will get the issues you seem to be describing because the internal buffer might not resize itself if you do not acknowledge the resize event. http://alleg.sourceforge.net/a5docs/refman/display.html#al_acknowledge_resize Agui GUI API -> https://github.com/jmasterx/Agui |
GaryT
Member #14,875
January 2013
|
Ah flipping heck. No I don't. Not yet anyway. I have to ask in excitement before I try It I'll give it a try |
jmasterx
Member #11,410
October 2009
|
It only works with that display flag case ALLEGRO_EVENT_DISPLAY_RESIZE: http://alleg.sourceforge.net/a5docs/refman/events.html#allegro_event_display_resize Agui GUI API -> https://github.com/jmasterx/Agui |
GaryT
Member #14,875
January 2013
|
I'm only doing the following so far. I must be missing something by the looks of it. It's doing something but I need to figure it out. I'm not yet using "ALLEGRO_EVENT_DISPLAY_RESIZE". Do I need to add that in. I'll keep at it. 1DestroyBitmaps();
2DestroyFonts();
3
4al_destroy_display(display);
5
6al_set_new_display_flags(ALLEGRO_RESIZABLE);
7
8display = al_create_display(WIDTH, HEIGHT);
9
10LoadBitmaps();
11LoadFonts();
|
jmasterx
Member #11,410
October 2009
|
What does your main loop look like? This is old and dated but might help https://www.allegro.cc/forums/thread/603224 1/*======================================
2ALLEGRO 5 TEMPLATE
3======================================== */
4
5#include <stdlib.h> //Standard library
6#include <string.h> //String functions
7#include <sstream> //More string functions
8
9#include <allegro5/allegro.h>
10#include <allegro5/allegro5.h>
11#include <allegro5/allegro_image.h>
12#include <allegro5/allegro_primitives.h>
13#include <allegro5/allegro_audio.h>
14#include <allegro5/allegro_font.h>
15#include <allegro5/allegro_ttf.h>
16#include <allegro5/allegro_vorbis.h>
17#include <allegro5/allegro_flac.h>
18#include <allegro5/allegro_opengl.h>
19#include <allegro5/allegro_physfs.h>
20#include <physfs.h>
21
22#include <vector> //Dynamic array data structure
23#include <queue> //Queue FIFO data structure
24#include <cmath> // C Math functions
25#include <ctime> // C Time functions
26
27#define FRAME_RATE 60
28
29//Declarations
30ALLEGRO_DISPLAY *display;
31ALLEGRO_MONITOR_INFO info;
32ALLEGRO_TIMER *timer;
33bool done;
34//color
35ALLEGRO_COLOR BLACK = al_map_rgb(0,0,0);
36
37//Keyboard
38bool key[256];
39
40//Mouse
41int mX = 0;
42int mY = 0;
43
44void init() {
45 //Install event handlers
46 al_init();
47 al_init_image_addon();
48 al_init_font_addon();
49 al_init_ttf_addon();
50 al_install_mouse();
51 al_install_keyboard();
52 al_install_joystick();
53 al_install_audio(ALLEGRO_AUDIO_DRIVER_AUTODETECT);
54 al_init_ogg_vorbis_addon();
55
56 //For PhysFS
57 //PHYSFS_init(0);
58 //PHYSFS_addToSearchPath("",1);
59
60 // Start a timer to regulate speed
61
62 timer = al_install_timer(1.0/FRAME_RATE);
63 al_start_timer(timer);
64
65 //for audio....
66 al_reserve_samples(64);
67
68 //for keyboard...
69 memset(key,0,sizeof(key));
70
71 //show the mouse
72 al_show_mouse_cursor();
73
74 //make the random function randomer
75 srand(time(NULL));
76
77
78 //show screen
79 al_set_new_display_flags(ALLEGRO_RESIZABLE);
80 display = al_create_display(640, 480);
81
82 //For PhysFS
83 //al_set_physfs_file_interface();
84
85 //Window Title
86 al_set_window_title("Allegro 5 Template");
87
88
89
90
91}
92
93//Mouse_Down
94void mousedown(ALLEGRO_MOUSE_EVENT *mouse) {
95
96 }
97//Mouse Up
98void mouseup(ALLEGRO_MOUSE_EVENT *mouse) {
99
100 }
101
102// If a key is pressed down, add it to the key array
103void keydown(ALLEGRO_KEYBOARD_EVENT *kb) {
104 key[kb->keycode] = true;
105
106
107 if(kb->keycode == ALLEGRO_KEY_ESCAPE) {
108
109 done = true;
110 }
111}
112
113// If a key is released, mark it as unpressed
114void keyup(ALLEGRO_KEYBOARD_EVENT *kb) {
115 key[kb->keycode] = false;
116}
117
118// If an operating system repeat event comes in, set the flag
119void keyrepeat(ALLEGRO_KEYBOARD_EVENT *kb) {
120
121}
122
123//Mouse Move
124
125void mouseaxes(ALLEGRO_MOUSE_EVENT *mouse) {
126 mX = mouse->x;
127 mY = mouse->y;
128
129 }
130//RENDER CURRENT FRAME
131 void render()
132 {
133 //draw to the screen
134
135 al_clear_to_color(BLACK);
136 //code goes here
137 al_flip_display();
138
139
140
141 }
142
143int main(int argc, char *argv[])
144
145{
146 //initialize game
147 init();
148 bool need_redraw = true;
149
150 //Main Loop
151
152//***** Start Main Code Here *****
153
154 // Start the event queue to handle keyboard input and our timer
155 ALLEGRO_EVENT_QUEUE *queue = al_create_event_queue();
156 al_set_new_bitmap_flags(ALLEGRO_VIDEO_BITMAP);
157 al_register_event_source(queue, (ALLEGRO_EVENT_SOURCE*)al_get_keyboard_event_source());
158 al_register_event_source(queue, (ALLEGRO_EVENT_SOURCE*)al_get_mouse_event_source());
159 al_register_event_source(queue, (ALLEGRO_EVENT_SOURCE*)timer);
160 al_register_event_source(queue, (ALLEGRO_EVENT_SOURCE*)display);
161 ALLEGRO_EVENT event;
162 while(!done) {
163
164 // Block until an event enters the queue
165 if (need_redraw && al_event_queue_is_empty(queue)) {
166 render();
167 need_redraw = false;
168 }
169 al_wait_for_event(queue, &event);
170
171 switch(event.type) {
172 case ALLEGRO_EVENT_MOUSE_AXES:
173 mouseaxes(&event.mouse);
174 break;
175
176 case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
177 mousedown(&event.mouse);
178 break;
179
180 case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
181 mouseup(&event.mouse);
182 break;
183
184 case ALLEGRO_EVENT_KEY_DOWN:
185 keydown(&event.keyboard);
186 break;
187
188 case ALLEGRO_EVENT_KEY_UP:
189 keyup(&event.keyboard);
190 break;
191
192 case ALLEGRO_EVENT_KEY_REPEAT:
193 keyrepeat(&event.keyboard);
194 break;
195
196 case ALLEGRO_EVENT_TIMER:
197 need_redraw = true;
198 break;
199 case ALLEGRO_EVENT_DISPLAY_RESIZE:
200 al_acknowledge_resize(event.display.source);
201 break;
202 case ALLEGRO_EVENT_DISPLAY_CLOSE:
203 return 0;
204 break;
205 }
206
207
208 }
209//***** End Main Code Here *****
210
211
212 return 0;
213}
Agui GUI API -> https://github.com/jmasterx/Agui |
GaryT
Member #14,875
January 2013
|
Here's the entire routine. Most of this is relevant. 1{
2 bool realevent;
3
4 bool wait = true;
5
6 bool isplaying = false;
7
8 string displaymode; // Used For Display Name In Buttons
9
10 vector<Buttons> mode(3); // Number Of Buttons To Display
11
12 int stdx= 100; // Amount To Shift Everything Left
13 int stdoffset = -27; // Vertical Pitch
14 for(unsigned int pos = 0; pos < mode.size(); ++pos, stdoffset += 40) // Set mode Button Parameters
15 {
16 mode[pos].x = WIDTH / 2 - stdx;
17 mode[pos].y = 250 + stdoffset;
18 mode[pos].boundx = mode[pos].x + 188;
19 mode[pos].boundy = mode[pos].y + 23;
20 }
21
22 int r = 20;
23 int g = 20;
24 int b = 20;
25
26 while(wait)
27 {
28 realevent = al_get_next_event(event_queue, &ev);
29
30 al_get_mouse_state(&state);
31 int x = al_get_mouse_state_axis(&state, 0);
32 int y = al_get_mouse_state_axis(&state, 1);
33 int z = al_get_mouse_state_axis(&state, 2);
34
35 al_clear_to_color(al_map_rgb(0,0,0));
36
37 for(unsigned int pos = 0; pos < mode.size(); ++pos)
38 {
39 if(pos == 0)
40 displaymode = "Full Screen";
41 if(pos == 1)
42 displaymode = "Windowed Normal";
43 if(pos == 2)
44 displaymode = "Windowed Resizeable";
45
46 if(x > mode[pos].x && x < mode[pos].boundx && y > mode[pos].y && y < mode[pos].boundy) // Collision Check For Mode Buttons
47 {
48 r = 120;
49 g = 120;
50 b = 120;
51
52 if(realevent)
53 if(ev.type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN)
54 if(ev.mouse.button == 1 && pos == 0)
55 {
56 DestroyBitmaps();
57 DestroyFonts();
58
59 al_destroy_display(display); // This Might Destroy Bitmaps And Fonts Anyway But Still Destroy Them Independently Just To Make Sure As Immediately Above
60
61 ALLEGRO_DISPLAY_MODE disp_data;
62 al_get_display_mode(al_get_num_display_modes() - 1, &disp_data);
63 al_set_new_display_flags(ALLEGRO_FULLSCREEN);
64 display = al_create_display(disp_data.width, disp_data.height);
65
66 fsx = (disp_data.width - WIDTH) / 2;
67 fsy = (disp_data.height - HEIGHT) / 2;
68
69 LoadBitmaps();
70 LoadFonts();
71
72 for(unsigned int pos = 0; pos < mode.size(); ++pos) // Move Buttons To The Right For Full Screen Mode
73 {
74 mode[pos].x += fsx; // Because fsx And fsy Are Used To Set Actual Button Postions Just Here This Means
75 mode[pos].y += fsy; // al_get_mouse_state_axis() And The al_draw Functions For The Buttons! Dont Need To
76 mode[pos].boundx += fsx; // Use fsx And fsy !!!
77 mode[pos].boundy += fsy;
78 }
79 }
80
81 if(ev.mouse.button == 1 && pos == 1)
82 {
83 DestroyBitmaps();
84 DestroyFonts();
85
86 al_destroy_display(display); // This Might Destroy Bitmaps And Fonts Anyway But Still Destroy Them Independently Just To Make Sure As Immediately Above
87
88 al_set_new_display_flags(ALLEGRO_WINDOWED);
89
90 display = al_create_display(WIDTH, HEIGHT);
91
92 LoadBitmaps();
93 LoadFonts();
94
95 for(unsigned int pos = 0; pos < mode.size(); ++pos) // Move Buttons Back To The Left For Windowed Mode
96 {
97 mode[pos].x -= fsx;
98 mode[pos].y -= fsy;
99 mode[pos].boundx -= fsx;
100 mode[pos].boundy -= fsy;
101 }
102
103 fsx = 0; // Reset offSet After Having Moved Buttons Back To The Left Just Above
104 fsy = 0; // Reset offSet After Having Moved Buttons Back To The Left Just Above
105 }
106
107 if(ev.mouse.button == 1 && pos == 2)
108 {
109 DestroyBitmaps();
110 DestroyFonts();
111
112 al_destroy_display(display); // This Might Destroy Bitmaps And Fonts Anyway But Still Destroy Them Independently Just To Make Sure As Immediately Above
113
114 al_set_new_display_flags(ALLEGRO_RESIZABLE);
115
116 display = al_create_display(WIDTH, HEIGHT);
117
118 LoadBitmaps();
119 LoadFonts();
120
121 for(unsigned int pos = 0; pos < mode.size(); ++pos) // Move Buttons Back To The Left For Windowed Mode
122 {
123 mode[pos].x -= fsx;
124 mode[pos].y -= fsy;
125 mode[pos].boundx -= fsx;
126 mode[pos].boundy -= fsy;
127 }
128
129 fsx = 0; // Reset offSet After Having Moved Buttons Back To The Left Just Above
130 fsy = 0; // Reset offSet After Having Moved Buttons Back To The Left Just Above
131 }
132 }
133
134 else
135 {
136 r = 40;
137 g = 40;
138 b = 40;
139 }
140
141 al_draw_filled_rectangle(mode[pos].x, mode[pos].y, mode[pos].boundx, mode[pos].boundy, al_map_rgb(r, g, b));
142 al_draw_text(font18, al_map_rgb(130, 190, 130), mode[pos].x + 3, mode[pos].y, 0, displaymode.c_str());
143 }
144
145 al_draw_text(font30, al_map_rgb(0, 200, 255), WIDTH / 2 + fsx, 350 + fsy, ALLEGRO_ALIGN_CENTRE, "Press 'M' To Begin Munching Or Press Space To Create A Maze");
146
147 al_flip_display();
148
149 //al_acknowledge_resize(display); // Obviously This Is Very Wrong Here
150
151 if(realevent)
152 if(ev.type == ALLEGRO_EVENT_KEY_DOWN)
153 {
154 if(ev.keyboard.keycode == ALLEGRO_KEY_M)
155 {
156 wait = false;
157 }
158
159 if(ev.keyboard.keycode == ALLEGRO_KEY_SPACE)
160 {
161 BonusLevel(isplaying);
162 }
163 }
164 }
165}
|
jmasterx
Member #11,410
October 2009
|
What if you tried: if(ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE) { al_acknowledge_resize(display); } Also, you should really use al_wait_for_event() That will make your game more robust, consume less cpu, and you'll know the event is real. Agui GUI API -> https://github.com/jmasterx/Agui |
GaryT
Member #14,875
January 2013
|
I've tried it here and also immediately after al_flip_display(); and I'm still getting exactly the same behaviour. I'll keep investigating. 1if(ev.mouse.button == 1 && pos == 2)
2{
3 DestroyBitmaps();
4 DestroyFonts();
5
6 al_destroy_display(display); // This Might Destroy Bitmaps And Fonts Anyway But Still Destroy Them Independently Just To Make Sure As Immediately Above
7
8 al_set_new_display_flags(ALLEGRO_RESIZABLE);
9
10 display = al_create_display(WIDTH, HEIGHT);
11
12 LoadBitmaps();
13 LoadFonts();
14
15 for(unsigned int pos = 0; pos < mode.size(); ++pos) // Move Buttons Back To The Left For Windowed Mode
16 {
17 mode[pos].x -= fsx;
18 mode[pos].y -= fsy;
19 mode[pos].boundx -= fsx;
20 mode[pos].boundy -= fsy;
21 }
22
23 fsx = 0; // Reset offSet After Having Moved Buttons Back To The Left Just Above
24 fsy = 0; // Reset offSet After Having Moved Buttons Back To The Left Just Above
25}
26
27if(ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
28{
29 al_acknowledge_resize(display);
30}
|
user1061
Member #15,774
October 2014
|
Thanks, think I just got a handle wich I asked for in my thread, something a NOOB to allegro 5 can understand. |
GaryT
Member #14,875
January 2013
|
Now I'm thinking the internal buffer was luckily resizing itself anyway ("internal buffer might not resize itself") without calling the following, and that the buffer resizing hasn't actually been the problem.
And that my initial ideas/observations are unfortunately correct Damn. I really hope I'm wrong and talking total rubbish Please help I just want to point out once again for anybody new to this thread, that all graphics and all collision detection (apart from mouse), and so therefore the main part of my game all resize and work perfectly. It's only collision detection between the Mouse Pointer and the Various Objects as previously described that are the problem |
jmasterx
Member #11,410
October 2009
|
The way you've done your main loop is a bit chaotic and I can't spot the problem from just looking. I would have to run it through a debugger but I don't have time right now. Could you try to use al_wait_for_event() and sort of try to make your loop a bit more like my template one. I know the template behaves correctly. But right now you are making an infinite while loop and not waiting for events which might be causing problems. Agui GUI API -> https://github.com/jmasterx/Agui |
GaryT
Member #14,875
January 2013
|
I've changed it to use al_wait_for_event() but it's still the same. A massive thank you for all your support. It's beer O'Clock for me now EDIT: Just to clarify can somebody please comment/confirm on the following that I posted earlier in this post: "Are you saying if you have an object exactly in the middle of the display which can be collision detected with the mouse pointer, that when in ALLEGRO_RESIZABLE if you manually resize the window (using the mouse) to approximately half the size whilst playing, that your object which is now half the size and still in the middle of the display (like it is for me), still has the collision detection with the mouse pointer working correctly, both being aligned." END OF EDIT 1{
2 //bool realevent;
3 bool realevent = true;
4
5 bool wait = true;
6
7 bool isplaying = false;
8
9 string displaymode; // Used For Display Name In Buttons
10
11 vector<Buttons> mode(3); // Number Of Buttons To Display
12
13 int stdx= 100; // Amount To Shift Everything Left
14 int stdoffset = -27; // Vertical Pitch
15 for(unsigned int pos = 0; pos < mode.size(); ++pos, stdoffset += 40) // Set mode Button Parameters
16 {
17 mode[pos].x = WIDTH / 2 - stdx;
18 mode[pos].y = 250 + stdoffset;
19 mode[pos].boundx = mode[pos].x + 188;
20 mode[pos].boundy = mode[pos].y + 23;
21 }
22
23 int r = 20;
24 int g = 20;
25 int b = 20;
26
27 while(wait)
28 {
29 //realevent = al_get_next_event(event_queue, &ev);
30 al_wait_for_event(event_queue, &ev);
31
32 al_get_mouse_state(&state);
33 int x = al_get_mouse_state_axis(&state, 0);
34 int y = al_get_mouse_state_axis(&state, 1);
35 int z = al_get_mouse_state_axis(&state, 2);
36
37 al_clear_to_color(al_map_rgb(0,0,0));
38
39 for(unsigned int pos = 0; pos < mode.size(); ++pos)
40 {
41 if(pos == 0)
42 displaymode = "Full Screen";
43 if(pos == 1)
44 displaymode = "Windowed Normal";
45 if(pos == 2)
46 displaymode = "Windowed Resizeable";
47
48 if(x > mode[pos].x && x < mode[pos].boundx && y > mode[pos].y && y < mode[pos].boundy) // Collision Check For Mode Buttons
49 {
50 r = 120;
51 g = 120;
52 b = 120;
53
54 if(realevent)
55 if(ev.type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN)
56 if(ev.mouse.button == 1 && pos == 0)
57 {
58 DestroyBitmaps();
59 DestroyFonts();
60
61 al_destroy_display(display); // This Might Destroy Bitmaps And Fonts Anyway But Still Destroy Them Independently Just To Make Sure As Immediately Above
62
63 ALLEGRO_DISPLAY_MODE disp_data;
64 al_get_display_mode(al_get_num_display_modes() - 1, &disp_data);
65 al_set_new_display_flags(ALLEGRO_FULLSCREEN);
66 display = al_create_display(disp_data.width, disp_data.height);
67
68 fsx = (disp_data.width - WIDTH) / 2;
69 fsy = (disp_data.height - HEIGHT) / 2;
70
71 LoadBitmaps();
72 LoadFonts();
73
74 for(unsigned int pos = 0; pos < mode.size(); ++pos) // Move Buttons To The Right For Full Screen Mode
75 {
76 mode[pos].x += fsx; // Because fsx And fsy Are Used To Set Actual Button Postions Just Here This Means
77 mode[pos].y += fsy; // al_get_mouse_state_axis() And The al_draw Functions For The Buttons! Dont Need To
78 mode[pos].boundx += fsx; // Use fsx And fsy !!!
79 mode[pos].boundy += fsy;
80 }
81 }
82
83 if(ev.mouse.button == 1 && pos == 1)
84 {
85 DestroyBitmaps();
86 DestroyFonts();
87
88 al_destroy_display(display); // This Might Destroy Bitmaps And Fonts Anyway But Still Destroy Them Independently Just To Make Sure As Immediately Above
89
90 al_set_new_display_flags(ALLEGRO_WINDOWED);
91
92 display = al_create_display(WIDTH, HEIGHT);
93
94 LoadBitmaps();
95 LoadFonts();
96
97 for(unsigned int pos = 0; pos < mode.size(); ++pos) // Move Buttons Back To The Left For Windowed Mode
98 {
99 mode[pos].x -= fsx;
100 mode[pos].y -= fsy;
101 mode[pos].boundx -= fsx;
102 mode[pos].boundy -= fsy;
103 }
104
105 fsx = 0; // Reset offSet After Having Moved Buttons Back To The Left Just Above
106 fsy = 0; // Reset offSet After Having Moved Buttons Back To The Left Just Above
107 }
108
109 if(ev.mouse.button == 1 && pos == 2)
110 {
111 DestroyBitmaps();
112 DestroyFonts();
113
114 al_destroy_display(display); // This Might Destroy Bitmaps And Fonts Anyway But Still Destroy Them Independently Just To Make Sure As Immediately Above
115
116 al_set_new_display_flags(ALLEGRO_RESIZABLE);
117
118 display = al_create_display(WIDTH, HEIGHT);
119
120 LoadBitmaps();
121 LoadFonts();
122
123 for(unsigned int pos = 0; pos < mode.size(); ++pos) // Move Buttons Back To The Left For Windowed Mode
124 {
125 mode[pos].x -= fsx;
126 mode[pos].y -= fsy;
127 mode[pos].boundx -= fsx;
128 mode[pos].boundy -= fsy;
129 }
130
131 fsx = 0; // Reset offSet After Having Moved Buttons Back To The Left Just Above
132 fsy = 0; // Reset offSet After Having Moved Buttons Back To The Left Just Above
133 }
134
135 if(ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
136 {
137 al_acknowledge_resize(display);
138 }
139 }
140
141 else
142 {
143 r = 40;
144 g = 40;
145 b = 40;
146 }
147
148 al_draw_filled_rectangle(mode[pos].x, mode[pos].y, mode[pos].boundx, mode[pos].boundy, al_map_rgb(r, g, b));
149 al_draw_text(font18, al_map_rgb(130, 190, 130), mode[pos].x + 3, mode[pos].y, 0, displaymode.c_str());
150 }
151
152 al_draw_text(font30, al_map_rgb(0, 200, 255), WIDTH / 2 + fsx, 350 + fsy, ALLEGRO_ALIGN_CENTRE, "Press 'M' To Begin Munching Or Press Space To Create A Maze");
153
154 /*ALLEGRO_DISPLAY_MODE options;
155 int number = al_get_num_display_modes();
156 for(int count = 0, int space = 0; count < number; ++count, space += 30)
157 {
158 al_get_display_mode(count, &options);
159 al_draw_textf(font40, al_map_rgb(0, 200, 255), WIDTH / 2 + fsx, 100 + space + fsy, ALLEGRO_ALIGN_CENTRE, "Width %i Height %i", options.width(), options.height());
160 }*/
161
162 al_flip_display();
163
164 /*if(ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
165 {
166 al_acknowledge_resize(display);
167 }*/
168
169 if(realevent)
170 if(ev.type == ALLEGRO_EVENT_KEY_DOWN)
171 {
172 if(ev.keyboard.keycode == ALLEGRO_KEY_M)
173 {
174 wait = false;
175 }
176
177 if(ev.keyboard.keycode == ALLEGRO_KEY_SPACE)
178 {
179 BonusLevel(isplaying);
180 }
181 }
182 }
183}
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jmasterx
Member #11,410
October 2009
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When you resize to half the size, it should look like when closing one eye; objects should be same size/position, just you do not see as much of them as you decrease the size. Agui GUI API -> https://github.com/jmasterx/Agui |
GaryT
Member #14,875
January 2013
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I don't know why but that tickled me quite a lot Seriously apart from the mouse collision detection problem, ALLEGRO_RESIZABLE works really great and I think it's a really cool feature. I can play my game perfectly, literally any size down to a large postage stamp size. It's only on screens where the mouse is used to select objects that the issue arises. I could perhaps disable ALLEGRO_RESIZABLE for those screens, but I was hoping for a more complete solution. EDIT: I'll upload a very short video clip when I get back from work in about 8 to 9 hours from now, showing how the game works perfectly in resizable mode apart from the mouse collision detection on certain screens. Again thank you very much for all your support EDIT: 2 Here's My Video Link: http://www.youtube.com/watch?v=Xhh4MTe-Q9A&list=UU2XSIT3tAf_-7ilWHAaiocA Video Link Description: Mouse pointer collision detection misalignment which is not all that surprising, but is there a way to obtain the changing windows width and height to feed into my program so I can compensate. |
pkrcel
Member #14,001
February 2012
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GaryT said: Video Link Description: Mouse pointer collision detection misalignment which is not all that surprising, but is there a way to obtain the changing windows width and height to feed into my program so I can compensate. When you acknowledge the resize event, the al_get_display_* functions should return the actual size of the backbuffer if I am not mistaken, and jmasterx seems to confirm this (and he is a much more trustable source I guess you should use that to transfom mouse input accordingly. It is unlikely that Google shares your distaste for capitalism. - Derezo |
GaryT
Member #14,875
January 2013
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Excellent I understand now. I'll give it a test later when I get back from work in about 7 to 8 hours. Thanks again pkrcel My apologies everyone for misunderstanding before. If the following is true then that's exactly what I've been looking for: pkrcel said: When you acknowledge the resize event, the al_get_display_* functions should return the actual size of the backbuffer if I am not mistaken
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Arthur Kalliokoski
Second in Command
February 2005
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IIRC, Edgar Reynaldo had a system where the button coordinates were a percentage of the screen dimensions. And you'll get to do it all over again if you switch to OpenGL. They all watch too much MSNBC... they get ideas. |
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