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Author Topic: How should UI scaling be done on console?  (Read 164 times)

roderick

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How should UI scaling be done on console?
« on: April 04, 2017, 03:34:05 PM »
This is with a native C++ application, by the way, rather than Unity or UE4. The purpose is to account for TV overscan.

I thought View::Resize() would work, but rather than scaling the entire view, it simply drew a subset of it, cutting off whatever wouldn't fit in the new size passed in on the bottom and right sides. I'm not yet completely familiar with Coherent GT, and I'm still investigating, but I'm hoping I won't have to quickly ramp up on DirectX, etc. to accomplish this.

john.v

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Re: How should UI scaling be done on console?
« Reply #1 on: April 05, 2017, 06:07:01 AM »
Hi roderick,

You can scale the entire view with View::SetZoomLevel - http://coherent-labs.com/Documentation/cpp-gt/d7/d6e/class_coherent_1_1_u_i_g_t_1_1_view.html#a95b7bafb69767f905209adb668e5681f. If you'd like to preserve the distance between the elements, the `Coherent::UIGT::ZoomType::ZT_Zoom` type must be specified, otherwise you have to use `Coherent::UIGT::ZoomType::ZT_Scale`.

Another option for scaling the view would be adjusting the document.body's zoom style property - https://developer.mozilla.org/en/docs/Web/CSS/@viewport/zoom.

John V.
Support Engineer at Coherent Labs

Tags: ui