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Text drawn by Lua on the emulator level instead of the window level #42

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GoogleCodeExporter opened this issue Jun 22, 2015 · 5 comments

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@GoogleCodeExporter
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It might be a good idea to have Lua draw text on the emulator level instead of 
the window level so that the positioning / size corresponds to a resized 
window. As zeromus has said, this would require text to be drawn in the same 
way as shapes; it currently uses the OSD system. If this is not implemented, 
then the text should definitely calculate its window position based on the 
scaling and possibly change the font accordingly.

Original issue reported on code.google.com by brandman...@gmail.com on 12 May 2012 at 6:45

@GoogleCodeExporter
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This has been fixed, for awhile now

Original comment by adeli...@tasvideos.org on 17 Sep 2012 at 1:41

  • Changed state: Fixed

@GoogleCodeExporter
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No, it's not. I've tried multiple Lua scripts that are supposed to draw text 
relative to a character, and although it approximately works on a 1x window 
size, it draws outside of the game portion of the screen in fullscreen.

Original comment by brandman...@gmail.com on 17 Sep 2012 at 5:27

  • Changed state: Accepted

@GoogleCodeExporter
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Sorry I misread, and thought this was about graphics drawing.

Original comment by adeli...@tasvideos.org on 17 Sep 2012 at 10:46

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Original comment by adeli...@tasvideos.org on 17 Sep 2012 at 10:47

  • Added labels: Priority-Low
  • Removed labels: Priority-Medium

@GoogleCodeExporter
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Implemented gui.drawText() which functions as the requirements listed here

Original comment by adeli...@tasvideos.org on 2 Mar 2013 at 3:33

  • Changed state: Fixed

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