@Keldath
The makefile is a seperate thing Keldath, you can actually just take it from his signature, that bottom link, you just have to modify the file paths to point to your source code etc. (Just like you have to do with the standard makefile).
Technically it was requested by Night and I just said ok if I must, then promptly exploded in terror.
@Night
Can you also put those links in the group thread I created for you Night? It is currently about No. 5 on the list called Source Forge.
Some odd differences occured between my original PLaty UI build and The Main Build with Platy Merged, (I think I mentioned it in the GUI Planning thread in the Dev Group) so you may want to keep a copy of the Platy Build I sent you, if you would be interested in comparing to find the source, when I release the Main Build with Platy merged (which I ill be doing fairly soon hopefully).
@clanky
It does scale and it doesn't. Some parts of the code contain absolute values for things (don't scale), other things contain equations based on Screen Resolution (do scale), and some contain a combination of Screen Res. Equations and absolute Numbers, Others appear to scale, but just don't change and everything else shrinks to accomadate it.
A few things I am not entirely sure how it works yet, but I think I am getting there.
Basically I could spend hours, and I am talking double figures of hours (maybe even triple, I am alrady 1/5th the way there), trying to construct equations that perfectly place everything at exactly the right place down to a few pixels for every screen res. (which would get absurdly complicated) or we could just make 5-6 (if even that) custom crafted maininterface files for the most popular screen resolutions. Equations (I think) may also be made more complicated by wide and non wide screen resolutions. (I haven't got a full enough understanding of all the various bits, to properly work out or foresee all possible outcomes.) Also trying to work out the perfect mathmaitical positioning equations for maybe 20?+ locations across 6-10?+ resolutions of extreme difference is.... mind boggling!
It would be far easier just to change the numbers a few times and make different files because of the way the game handles placement of things.
Just as an example with the city screen code and it 'cutting' the top of the map off.
The way the top box works, I think, is it takes a measurement from the top of the screen down to the bottom of the top centre box (the one that blocks the city view) that is say Yres - 350.
Now on my screen at my res it looks beautiful, but change it to a widescreen res of a different ratio X/Y and we lose the top of the city view screen.
If we changed it to an equation of say Yres-(Yres/3) this would make that box cover one third of the screen, but in a different ratio like a wide screen it would be too much and would actually need to be more like Yres-(Yres/4) as overall there is less Vertical screen to work with.
Then of course we would have to work out the right equations for all of these places down to a few pixels, using only expressions that involve the X/Y res so that they always scale with the screen res, which could well end up with mind bogglingly long equations...
Are you confused yet? Because I am!
That is the problem we face with scaling HUDs.