Yeah, I've decided to draw the rest of the menu.
What I am having trouble doing now is implementing a way to change the resolution in the settings menu.
Since I'm drawing everything, I thought changing the resolution would be easy...
But apparently not.
Here's my obj_display which controls everything related to the display.
Create event
Code:
global.resolutionwidth = 1920;
global.resolutionheight = 1080;
global.xcenter = global.resolutionwidth/2
global.ycenter = global.resolutionheight/2
window_set_size(global.resolutionwidth,global.resolutionheight);
display_set_gui_size(global.resolutionwidth,global.resolutionheight);
I've made another object called "obj_reskeys" just to change the resolution while in-game and see how well it does it.
obj_reskeys:
D-key
Code:
// lowest res
global.resolutionwidth = 1024;
global.resolutionheight = 576;
view_wport = global.resolutionwidth;
view_hport = global.resolutionheight;
window_set_size(global.resolutionwidth,global.resolutionheight);
F-key
Code:
// medium res
global.resolutionwidth = 1280;
global.resolutionheight = 720;
view_wport = global.resolutionwidth;
view_hport = global.resolutionheight;
window_set_size(global.resolutionheight,global.resolutionheight);
G-key
Code:
// highest res
global.resolutionwidth = 1920;
global.resolutionheight = 1080;
view_wport = global.resolutionwidth;
view_hport = global.resolutionheight;
window_set_size(global.resolutionwidth,global.resolutionheight);
When I press those keys...
The result? Everything that is already a high-res image looks fine when scaled down. Like the planet and background. They're 3000x1530 png's and they still look good even at 1024x576.
But the blue panel and the text become less detailed as the res gets lower.
It gets to the point where the text isn't even readable at the lowest res (1024x576).
Since I'm using draw_text() to write on top of every button, it sucks to see how poorly text is scaled down.
Any suggestions?