private static void OnWindowResized(object sender, WindowResizedEventArgs e) { Vector2 topLeft = Utility.getTopLeftPositionForCenteringOnScreen(1200, 720); ButtonArea = new Rectangle((int)topLeft.X, (int)topLeft.Y + 180, 144, 104); RSVButton.bounds = ButtonArea; }
private void Display_WindowResized(object sender, WindowResizedEventArgs e) { if (Game1.activeClickableMenu != null && Game1.activeClickableMenu is ItemBagMenu IBM) { IBM.OnWindowSizeChanged(); } }
protected void PublishResizedEvent(WindowResizedEventArgs args) { // Temporary copy in case of unsubscription during null check. EventHandler <WindowResizedEventArgs> e = Resized; e?.Invoke(this, args); }
static void Display_WindowResized(object sender, WindowResizedEventArgs e) { if (Game1.activeClickableMenu is CarpenterMenu carpenterMenu) { SetupButtons(carpenterMenu); } }
private void ClydeOnOnWindowResized(WindowResizedEventArgs obj) { // TODO: Can rework this once https://github.com/space-wizards/RobustToolbox/issues/1392 is done, // this is here because there isn't currently a good way to allow the grid to adjust its height based // on constraints, otherwise we would use anchors to lay it out Grid.MaxHeight = CalcMaxHeight(obj.NewSize);; }
/// <summary> /// Adjust the bar height when resized. /// </summary> private void OnWindowResized(object sender, WindowResizedEventArgs e) { if (_barsMovingIn || _barsMovingOut) { return; } _barHeight = GetMaxBarHeight(_graphicsDevice); }
private static void OnWindowResized(object sender, WindowResizedEventArgs e) { if (!(Game1.activeClickableMenu is CustomItemGrabMenu customItemGrabMenu)) { return; } var oldBounds = new Rectangle(0, 0, e.OldSize.X, e.OldSize.Y); var newBounds = new Rectangle(0, 0, e.NewSize.X, e.NewSize.Y); customItemGrabMenu.gameWindowSizeChanged(oldBounds, newBounds); }
private void Display_WindowResized(object sender, WindowResizedEventArgs e) { if (!Context.IsWorldReady) { return; } UpdateMarkers(true); UpdateFarmBuildingLocs(); Minimap?.CheckOffsetForMap(); }
/// <summary>Raised after the game window is resized.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event data.</param> private void OnWindowResized(object sender, WindowResizedEventArgs e) { Rectangle newViewport = Game1.viewport; if (this.LastViewport.Width != newViewport.Width || this.LastViewport.Height != newViewport.Height) { newViewport = new Rectangle(newViewport.X, newViewport.Y, newViewport.Width, newViewport.Height); UpdatePingsPosition = true; this.LastViewport = newViewport; } }
private static void WindowResized(object sender, WindowResizedEventArgs e) { UpdatePosition(); }
private void WindowResized(object sender, WindowResizedEventArgs e) { }
public void OnWindowResized(object semder, WindowResizedEventArgs args) { UpdateDispSizes(); }
/// <summary>Raised after the game window is resized.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnWindowResized(object sender, WindowResizedEventArgs e) { this.updateButton.bounds.Y = Game1.viewport.Height - 150 - 48; }
/// <summary>Raised after the game window is resized.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnWindowResized(object sender, WindowResizedEventArgs e) { this.currentMenu?.Resize(); }
private void ClydeOnOnWindowResized(WindowResizedEventArgs obj) { ClampAfterDelay(); }
/// <summary>Raised after the game window is resized.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event data.</param> private void OnWindowResized(object sender, WindowResizedEventArgs e) { // set flags to notify handler to resize next tick as the menu isn't always recreated this.WasResizeEvent = true; this.TickResizedOn = this.CurrentUpdateTick; }
public override void OnWindowResize(WindowResizedEventArgs args) { browser.SetSize((int)args.Width / 2, (int)args.Height / 2); }
private void onWindowResized(object sender, WindowResizedEventArgs e) { configButton.LocalPosition = new Vector2(configButton.Position.X, Game1.viewport.Height - 100); }
/// <summary>Raised after the game window is resized.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> protected virtual void OnWindowResized(object sender, WindowResizedEventArgs e) { }