I have two interfaces set up, one for people with pesky 1024*768 resolution, and one for everyone else.
I would like to add an option for players to select which skin to use based on their res on the load screen/asap. Or better yet, for the game to detect the screen resolution, and if it's 1024*768, give them SkinA, and if not, give them SkinB.
Except I haven't the foggiest how to do it.
ID:272970
![]() Jul 8 2009, 10:47 pm
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The difference between the two skins is the map size.
When changing the map size I would have to move 22 other childs, outputs, inputs, buttons, or labels (everything except the map) up/across by 64 pixels... |
Saucepan Man wrote:
The difference between the two skins is the map size. Good luck with that. On the other hand, the reference states " If you want swappable window layouts for the main window, the easiest way to handle that is to use panes as well, and just put a Child control in the main window." I haven't messed with interfaces in a long time so I'm not sure how much that will help you. There was something else. winget(player, null, "windows") will return the IDs of the windows available in the program, separated by semicolons. Would this include controls in those windows as well? If not does any one know how to get the controls in a window? It could be useful cause he/she could then just loop through all them moving them by 64 pixels. |
BUT, why not just make in the same interface, reso1 and reso2
then just ask the usr at login which to use... then set a variable like src.resochoose=1 or 2 then e.g src<<output("HALLO","output[src.resochoose]")
Haven't tryed that, not sure if it would work, but seems feesable