Change: Use scaled WidgetDimensions.
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@@ -194,10 +194,10 @@ public:
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}
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sprite_dim.height++; // Sprite is rendered one pixel down in the matrix field.
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text_dim.height++; // Allowing the bottom row pixels to be rendered on the edge of the matrix field.
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resize->height = std::max(sprite_dim.height, text_dim.height) + WD_MATRIX_TOP + WD_MATRIX_BOTTOM; // Max of both sizes + account for matrix edges.
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resize->height = std::max(sprite_dim.height, text_dim.height) + padding.height; // Max of both sizes + account for matrix edges.
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this->bridgetext_offset = sprite_dim.width + 1; // Left edge of text, 1 pixel distance from the sprite.
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size->width = WD_MATRIX_LEFT + this->bridgetext_offset + text_dim.width + WD_MATRIX_RIGHT;
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this->bridgetext_offset = sprite_dim.width + WidgetDimensions::scaled.hsep_normal; // Left edge of text, 1 pixel distance from the sprite.
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size->width = this->bridgetext_offset + text_dim.width + padding.width;
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size->height = 4 * resize->height; // Smallest bridge gui is 4 entries high in the matrix.
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break;
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}
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@@ -222,7 +222,7 @@ public:
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break;
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case WID_BBS_BRIDGE_LIST: {
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Rect tr = r.WithHeight(this->resize.step_height).Shrink(WD_MATRIX_LEFT, WD_MATRIX_TOP, WD_MATRIX_RIGHT, WD_MATRIX_BOTTOM);
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Rect tr = r.WithHeight(this->resize.step_height).Shrink(WidgetDimensions::scaled.matrix);
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for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && i < (int)this->bridges->size(); i++) {
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const BridgeSpec *b = this->bridges->at(i).spec;
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