blablub {l Wrote}:edit: In the gui folder, there is a "bluehighway-12.font" file. Open it with a text editor and set at the end of the file AutoScaled="false" (currently it's true). This should solve the font problem for now. In my next GUI release this will be already the default.
Info: Freetype returned null for character 160 in font MyFont
Texture: MyFontTexture: Loading 1 faces(PF_BYTE_LA,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,256x256x1.
CEGUI::UnknownObjectException in file CEGUIWindowFactoryManager.cpp(180) : WindowFactoryManager::getFactory - A WindowFactory object, an alias, or mapping for 'OpenDungeons/FrameWindow' Window objects is not registered with the system.
terminate called after throwing an instance of 'CEGUI::UnknownObjectException'
what(): CEGUI::UnknownObjectException in file CEGUIWindowFactoryManager.cpp(180) : WindowFactoryManager::getFactory - A WindowFactory object, an alias, or mapping for 'OpenDungeons/FrameWindow' Window objects is not registered with the system.
andrewbuck {l Wrote}:I think blablub has the right idea on this. The issues everyone else is raising here have obviously been raised by other people and no one seems to have found a good solution or everyone would use that. Using fixed sizes for the buttons and relative positions allows you to use "whitespace" to adjust to slightly different sizes/aspects without too much deviation from the intended design. When the game gets more complete we could offer 4 layouts, a small and large version of 4x3 and 16x9. The large versions could be identical to the small ones, just with their button images externally scaled (in gimp or something) to exactly twice their original size (so you don't get artifacts). So if someone starts at 640x480 and keeps upping the resolution the buttons will get smaller and the whitespace will grow until about 1280x960 when the "large button" version kicks in. This will make the buttons the right size again and they will only shrink by ~25% by the time you get to 1600x1200. In the future when we have 4000x3000 displays we can just release a quick 3x scaled version and be good again. This addresses the issues pretty effectively and means we only need to make two manually built versions and one manually created set of buttons.
-Buck
oln {l Wrote}:We could also have the GUI size as an option in the menu instead of scaling if we have more than one size.
If we are planning to go with this approach, it might be an idea to have the person making the icons make them at the size meant for the "large" buttons (or ideally vectorised), and then use a downsized version when the gui is "small".
blablub {l Wrote}:As I already said somewhere: we shouldn't make the life harder than it is for the start.
Calling this function ensures that any other parts of the system that need to know about display size changes are notified. This affects things such as the MouseCursor default constraint area, and also the auto-scale functioning of Imagesets and Fonts.
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