UI scaling properly
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@@ -15,11 +15,17 @@ namespace GUI
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, m_World(world)
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, m_PlayerID(playerID)
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{
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ResourceManager->Preload("Texture", "Textures/GUI/VehicleSelection/1.png");
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ResourceManager->Preload("Texture", "Textures/GUI/VehicleSelection/2.png");
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ResourceManager->Preload("Texture", "Textures/GUI/VehicleSelection/3.png");
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ResourceManager->Preload("Texture", "Textures/GUI/VehicleSelection/4.png");
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m_CurrentSelection = 0;
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m_CurrentCoordinate = -m_SelectionCoordinates[0] + glm::vec2(Width / 2.f, Height / 2.f);
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glm::vec2 scale = Scale();
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m_CurrentCoordinate = -m_SelectionCoordinates[0] * scale + glm::vec2(Width / 2.f, Height / 2.f);
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m_TargetCoordinate = m_CurrentCoordinate;
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m_CurrentSize = m_SelectionSizes[0];
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m_CurrentSize = m_SelectionSizes[0] * scale;
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m_TargetSize = m_CurrentSize;
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m_CurrentAlpha = 0.f;
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@@ -46,17 +52,20 @@ namespace GUI
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std::stringstream ss;
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ss << "Textures/GUI/VehicleSelection/" << m_CurrentSelection + 1 << ".png";
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m_Background->FadeToTexture(ss.str(), 1.f);
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glm::vec2 coord = -m_SelectionCoordinates[m_CurrentSelection];
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m_TargetCoordinate = coord + glm::vec2(Width / 2.f, Height / 2.f);
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glm::vec2 scale = Scale();
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glm::vec2 coord = -m_SelectionCoordinates[m_CurrentSelection];
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m_TargetCoordinate = coord * scale + glm::vec2(Width / 2.f, Height / 2.f);
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glm::vec2 size = m_SelectionSizes[m_CurrentSelection];
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m_TargetSize = size;
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m_TargetSize = size * scale;
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return true;
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}
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void Update(double dt) override
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{
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glm::vec2 posDiff = m_TargetCoordinate - m_CurrentCoordinate;
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m_CurrentCoordinate += posDiff * 2.f * (float)dt;
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