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Viewport Specific UI #5570

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Description

@Weibye

What problem does this solve or what need does it fill?

We should be able to specify which viewport UI should be rendered to in order to facilitate use cases such as split-screen UI:

image
Source: Mario Kart 8 Deluxe

What solution would you like?

The root node should contain data defining which viewport it should relate to.

  • The viewport rect should be the layouting context
  • This defines which viewport should render the this UI tree / hierarchy
  • There should be some relation between viewports and inputs
  • I don't think it makes sense to be able to specify this on a per-node basis

What alternative(s) have you considered?

Ideas are welcome!

Additional context

We should add the four-way split-screen to #1974

Activity

  1. added
    C-FeatureA new feature, making something new possible
    A-UIGraphical user interfaces, styles, layouts, and widgets
    on Aug 3, 2022
  2. aevyrie commented on Aug 4, 2022

    @aevyrie
    Member

    The root node should contain data defining which viewport it should relate to.

    • The viewport rect should be the layouting context
    • This defines which viewport should render the this UI tree / hierarchy
    • There should be some relation between viewports and inputs
    • I don't think it makes sense to be able to specify this on a per-node basis

    Agreed on all counts.

    • There should be some relation between viewports and inputs

    For pointers, I have been using rendertargets to map inputs to cameras' targets, then checking if the pointer is within the viewport of the target. With the use case outlined here, it might make more sense to map pointers to windows instead, then check all rendertargets in that window.

  3. added a commit that references this issue on Jan 16, 2024
    eb9db21
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