fix gui scaling issue, 1.1.4
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@@ -375,8 +375,10 @@ export default class GameWindow {
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this.canvas.style.width = wrapperWidth + "px";
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this.canvas.style.height = wrapperHeight + "px";
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this.canvasDebug.width = this.canvas.width;
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this.canvasDebug.height = this.canvas.height;
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if (this.canvasDebug.width !== this.canvas.width || this.canvasDebug.height !== this.canvas.height) {
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this.canvasDebug.width = this.canvas.width;
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this.canvasDebug.height = this.canvas.height;
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}
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// Reinitialize gui
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this.minecraft.screenRenderer.initialize();
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@@ -389,6 +391,7 @@ export default class GameWindow {
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// Render first frame
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if (this.minecraft.isInGame()) {
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this.minecraft.worldRenderer.render(0);
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this.minecraft.onRender(0)
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}
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}
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@@ -25,7 +25,7 @@ import FocusStateType from "../util/FocusStateType.js";
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export default class Minecraft {
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static VERSION = "1.1.3"
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static VERSION = "1.1.4"
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static URL_GITHUB = "https://github.com/labystudio/js-minecraft";
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static PROTOCOL_VERSION = 758;
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@@ -3,16 +3,14 @@ export default class ScreenRenderer {
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constructor(minecraft, window) {
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this.minecraft = minecraft;
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this.window = window;
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this.upscale = window.isMobileDevice() ? 1 : 4;
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}
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initialize() {
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this.resolution = this.minecraft.isInGame() ? 1 : this.minecraft.window.scaleFactor; // Increase resolution for the splash text
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let scale = this.getLimitedScaleFactor();
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// Update camera size
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this.window.canvas.width = this.window.width * this.upscale;
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this.window.canvas.height = this.window.height * this.upscale;
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this.window.canvas.width = this.window.width * scale;
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this.window.canvas.height = this.window.height * scale;
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// Get context stack of 2d canvas
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this.stack2d = this.window.canvas.getContext('2d');
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@@ -22,6 +20,8 @@ export default class ScreenRenderer {
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}
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render(partialTicks) {
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let scale = this.getLimitedScaleFactor();
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let mouseX = this.minecraft.window.mouseX;
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let mouseY = this.minecraft.window.mouseY;
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@@ -29,13 +29,13 @@ export default class ScreenRenderer {
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// Draw world to canvas
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if (this.minecraft.isInGame()) {
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this.stack2d.drawImage(this.window.canvasWorld, 0, 0, this.window.width * this.upscale, this.window.height * this.upscale);
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this.stack2d.drawImage(this.window.canvasWorld, 0, 0, this.window.width * scale, this.window.height * scale);
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} else {
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this.reset();
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}
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// Scale GUI
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this.stack2d.scale(this.upscale, this.upscale, this.upscale);
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this.stack2d.scale(scale, scale, scale);
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try {
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// Render in-game overlay
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@@ -52,7 +52,8 @@ export default class ScreenRenderer {
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}
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// Scale GUI back
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this.stack2d.scale(1 / this.upscale, 1 / this.upscale, 1 / this.upscale);
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let actualScale = this.window.scaleFactor;
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this.stack2d.scale(1 / actualScale, 1 / actualScale, 1 / actualScale);
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// Render items
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this.stack2d.drawImage(this.window.canvasItems, 0, 0);
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@@ -64,4 +65,8 @@ export default class ScreenRenderer {
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this.stack2d.clearRect(0, 0, this.window.canvas.width, this.window.canvas.height);
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}
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getLimitedScaleFactor() {
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return Math.min(this.window.scaleFactor, 4);
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}
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}
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