Open FlyMeToTheMoonAndLetMePlayAmongTheStars opened 1 year ago
This is very hard to achieve if ever possible. Current keymaps already use relative coordinates to place elements, but that still doesn't fit game UI. This is because game UI elements are not always scaled propotionally.
Take Unity games for an example. Game UI elements usually anchor at the corner or edge of the screen. Without knowing specificaly how they are anchored, we have no information based on which to scale our keymap.
Read this Unity doc for detailed explanation on anchors. Current behaviour of our keymap is like placing the four anchor points all at the center of every element.
One way of getting around this is to guess the anchor points of keymap elements based on their position in the screen. Like, if a keymap element is placed near the corner, then anchor it at the corner, and so on. But this may work in one game but fails in another game. People not understanding this behaviour would report it as a bug.
Another way is to let users set the anchor for each element in the keymap editor. But this would make the editor too complicated. I believe 99.9% of our users won't understand the concept of anchors in one minute.
Is your feature request related to a problem?
kinda?
right now keymaps do not scale according to aspect ratio, a keymap made for 16:10 will not work properly after switching to 16:9, 21:9, 4:3, and so on. so different keymaps will have to be created for different aspect ratios
Describe the solution you'd like
make keymaps scale according to the aspect ratio
i think currently keymap positions use absolute coordinate values, that's why they don't scale properly when used on a different screen ratio, maybe instead of absolute coordinates they can be made relative to the edges of the window width and height? in theory this should work since most in-game touch UI elements also scale accordingly
Anything else?
not atm
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