Fix held item overlay UIScale calculation.
Now correctly bases UI scale off viewport control and doesn't break if scale is automatic.
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@@ -1,7 +1,7 @@
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using Content.Shared.CCVar;
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using Content.Shared.CCVar;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Input;
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using Robust.Shared;
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using Robust.Client.UserInterface;
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using Robust.Shared.Configuration;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -51,9 +51,11 @@ namespace Content.Client.Hands
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var screen = args.ScreenHandle;
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var screen = args.ScreenHandle;
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var halfSize = _renderBackbuffer.Size / 2;
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var halfSize = _renderBackbuffer.Size / 2;
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var uiScale = (args.ViewportControl as Control)?.UIScale ?? 1f;
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screen.RenderInRenderTarget(_renderBackbuffer, () =>
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screen.RenderInRenderTarget(_renderBackbuffer, () =>
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{
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{
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screen.DrawEntity(handEntity, halfSize, new Vector2(1f, 1f) * _cfg.GetCVar(CVars.DisplayUIScale), Direction.South);
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screen.DrawEntity(handEntity, halfSize, new Vector2(1f, 1f) * uiScale, Direction.South);
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}, Color.Transparent);
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}, Color.Transparent);
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var offset = _cfg.GetCVar(CCVars.HudHeldItemOffset);
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var offset = _cfg.GetCVar(CCVars.HudHeldItemOffset);
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