Yeah I will check it out - I'm not entirely positive you can get the pinch/skew with different resolutions but we'll play around and see. I wonder if this is a "bug" - if pinch/skew should operate off the artwork texture size or the object size?
I just loaded it up and my artwork is off - not sure what my resolutions are.. so we'll see what happens.
OK, this is the idea I'm playing with:
// Updated transition switch function
case Transition.StartLayout:
break;
case Transition.ToNewList:
case Transition.ToNewSelection:
local fixed = {
width = 800,
height = 246,
m_skew_x = 25,
m_pinch_y = 6.2,
m_rotation = -1.7,
s_skew_x = 20,
s_pinch_y = 15,
s_rotation = -5.6
}
local adjusted = {
m_skew_x = ( fixed.m_skew_x.tofloat() / fixed.width ) * marquee.texture_width,
m_pinch_y = ( fixed.m_pinch_y.tofloat() / fixed.height ) * marquee.texture_height,
m_rotation = fixed.m_rotation,
s_skew_x = ( fixed.s_skew_x.tofloat() / fixed.width ) * marquee.texture_height,
s_pinch_y = ( fixed.s_pinch_y.tofloat() / fixed.height ) * marquee.texture_height,
s_rotation = fixed.s_rotation
}
print( fe.game_info( Info.Title ) + "\n" + "--------------\n" );
print(" marquee size: " + marquee.texture_width + "x" + marquee.texture_height + "\n" );
print(" values = skew_x: " + adjusted.m_skew_x + " pinch_y: " + adjusted.m_pinch_y + " rot: " + adjusted.m_rotation + "\n" );
print(" snap size: " + snap.texture_width + "x" + snap.texture_height + "\n" );
print(" values = skew_x: " + adjusted.s_skew_x + " pinch_y: " + adjusted.s_pinch_y + " rot: " + adjusted.s_rotation + "\n" );
marquee.skew_x = adjusted.m_skew_x;
marquee.pinch_y = adjusted.m_pinch_y;
marquee.rotation = adjusted.m_rotation;
snap.skew_x = adjusted.s_skew_x;
snap.pinch_y = adjusted.s_pinch_y;
snap.rotation = adjusted.s_rotation;
break;
It does adjust but I don't know if that is correct or even helping yet.. still playing around with it a bit.