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return adjust
end
self . readyToSave = false
self . growthRate = 0
if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_SHOWN then
elseif newState == SCENE_FRAGMENT_HIDING then
end
end )
local IGNORE_INITIAL_SCREEN_SIZE = false
end
end )
EVENT_MANAGER : RegisterForEvent ( "ScreenAdjustResizeEvent" , EVENT_ALL_GUI_SCREENS_RESIZE_STARTED , function ( )
end
end )
end
end )
end
-- gamepad instructions
do
end )
end )
end )
end
-- keyboard instructions
do
end )
end )
end
end
end
local SAVE_INITIAL_SCREEN_SIZE = true
end
self . readyToSave = true
end
end )
end
end
end
end
local STARTING_PERCENTAGE = 0.9
-- reset to max screen
if ( x ~= 0 or y ~= 0 or width ~= 0 or height ~= 0 ) then
end
if storeInitialValues then
-- store these values in case the user cancels out
self . xOffsetInitialValue = x
self . yOffsetInitialValue = y
self . widthOffsetInitialValue = width
self . heightOffsetInitialValue = height
end
end
local MIN_PERCENTAGE = 0.9
self . width = width
self . height = height
end
if self . readyToSave then
--overscan offsets are in screen space so multiply by global scale to convert the UI coordinates to screen space (pixels)
self . readyToSave = false
end
end
SetOverscanOffsets ( self . xOffsetInitialValue , self . yOffsetInitialValue , self . widthOffsetInitialValue , self . heightOffsetInitialValue )
end
-- only allow resizing once the previous one has been completed.
end
end
end
end
end
if self . lastFrameMs == nil then
self . lastFrameMs = currentTimeMs
end
local MAX_TIME_MS = 100
self . lastFrameMs = currentTimeMs
local SCALE_RATE = 0.0001 -- fraction of root size per ms
local xRate = SCALE_RATE * self . rootWidth
local yRate = SCALE_RATE * self . rootHeight
local dx = self . growthRate * deltaTimeMs * xRate
local dy = self . growthRate * deltaTimeMs * yRate
end
-- negative X direction is to make it larger
dx = - dx
-- make sure to make scaling uniform
else
end
end
--Global XML
end
end
end
end
end
end
end
end
end |