Support for SVG images could also make the UI system more flexible considering scaling. I made the current default UI’s theme entirely in Inkscape, but it is read from a PNG. Using the SVG directly could make the default UI more suitable for HDPI, for instance.
Compare:
…and…
SVG support for UI
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SVG basically means that the images would have to be generated on the fly, which I believe is a costly operation. But on the bright side, you would have specific resolution optimized images. Some POC of this would be great tho
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dual support! png for 728- and svg for hdpi?
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They could be stored; you’d only have to render them when the size of an element changes. Elements of the same size and style could share the rasterized image.
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I’d like to see the enture UI system move toward NDC, but thats just me. Scale that.
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@Leith What do you mean by NDC?
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NDC coordinates are normalized device coordinates - 0 to 1
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works for any resolution
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we should never specify anything in pixel coords, we should translate image coords to ndc and vice versa
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For crisp rendering of raster images you do want pixel sizes and coordinates, but I agree it makes sense to have normalized coordinates at your disposal as well.
Maybe some convenience functions could be a start? Like:
Vector2 UIElement::toNormalizedScreenPos(IntVector2)
IntVector2 UIElement::toPixelCoordinates(Vector2)
float UIElement::toNormalizedSize(int)
int UIElement::toPixelSize(float)
These would take things into account like parent-child structures and window or screen size.
There’s already:
IntVector2 UIElement::ScreenToElement(const IntVector2&)
IntVector2 UIElement::ElementToScreen(const IntVector2&);
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The conversion is generally simple enough, but it takes some thinking for pixel artists - still, done once, it works on any resolution.
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Isn’t having multiple sizes per platform a better approach? @2x.png, @4x.png, etc. That has the performance benefit. You can still have an SVG and just bake the bitmaps with appropriate sizes, which is what the engine reads. Efficiency first.
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Maybe there could be an automated form of exactly that. You’d want to prevent anti-aliasing leaks anyway.
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Most engine’s I’ve worked with have the option to use both at the same time, why can’t we.
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I’ll consider writing up some utility methods to convert between NDC and pixel coords, but to change the entire UI system to use NDC as an option? I am optimistic, but I recognize that it’s likely to be non-trivial.
Most things that are easy, are not worth doing. Some things that seem hard, are definitely worth the effort.