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Fix scaling issue in touch control layout screen, thanks @iota97
See #19573
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d20bde8a1f
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@ -261,7 +261,7 @@ public:
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dc.Draw()->DrawImageRotated(dirImage, x, y, scale_, angle + PI, colorBg, false);
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dc.Draw()->DrawImageRotated(dirImage, x, y, scale_, angle + PI, colorBg, false);
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dc.Draw()->DrawImageRotated(ImageID("I_ARROW"), x2, y2, scale_, angle + PI, color);
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dc.Draw()->DrawImageRotated(ImageID("I_ARROW"), x2, y2, scale_, angle + PI, color);
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}
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}
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scale_ = theScale_/layoutAreaScale;
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scale_ = theScale_ / layoutAreaScale;
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}
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}
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
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@ -284,6 +284,8 @@ public:
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}
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}
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void Draw(UIContext &dc) override {
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void Draw(UIContext &dc) override {
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scale_ = theScale_ * layoutAreaScale;
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float opacity = GamepadGetOpacity();
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float opacity = GamepadGetOpacity();
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uint32_t colorBg = colorAlpha(GetButtonColor(), opacity);
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uint32_t colorBg = colorAlpha(GetButtonColor(), opacity);
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@ -292,6 +294,8 @@ public:
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dc.Draw()->DrawImage(stickBg, bounds_.centerX(), bounds_.centerY(), scale_, colorBg, ALIGN_CENTER);
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dc.Draw()->DrawImage(stickBg, bounds_.centerX(), bounds_.centerY(), scale_, colorBg, ALIGN_CENTER);
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dc.Draw()->DrawImage(stickImage, bounds_.centerX(), bounds_.centerY(), scale_ * spacing_, colorBg, ALIGN_CENTER);
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dc.Draw()->DrawImage(stickImage, bounds_.centerX(), bounds_.centerY(), scale_ * spacing_, colorBg, ALIGN_CENTER);
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scale_ = theScale_ / layoutAreaScale;
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}
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}
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float GetSpacing() const override { return spacing_ * 3; }
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float GetSpacing() const override { return spacing_ * 3; }
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