Adapting to any screen size

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Techron
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Adapting to any screen size

Post by Techron » Tue Aug 11, 2015 1:06 am

Hello! I am currently developing an Android app using the LOVE engine and when I test the app on different phones, it doesn't seem to fit all sizes. The Android version of LOVE does indeed have all of the functions of PC LOVE and they work perfectly, so basically if it works on the computer it works on the phone. Any solutions?

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Positive07
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Re: Adapting to any screen size

Post by Positive07 » Tue Aug 11, 2015 5:05 pm

[wiki]love.graphics.getDimensions[/wiki], [wiki]love.graphics.getWidth[/wiki], [wiki]love.graphics.getHeight[/wiki]

And then scale your stuff properly to fit those dimensions, you could do this in love.load or use love.graphics.scale in love.draw to scale the whole stuff, but that is not really nice, I recommend you start your project thinking in percentages of screen size
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(Github.com/Positive07)

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Re: Adapting to any screen size

Post by Techron » Tue Aug 11, 2015 6:58 pm

How do I scale the images to the right dimensions?

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Jasoco
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Re: Adapting to any screen size

Post by Jasoco » Tue Aug 11, 2015 8:52 pm

Math.

Say you want to take an image of 100 x 100 and scale it so it fits in say 1024 x 768.

Horizontal scaling would be 1024 / 100. Vertical scaling would be 768 / 100.

A real-world usage would be if you have your game draw to a specific size of 648x480 (A standard 4:3 resolution) or 848x480 (16:9 which is more optimal for current generations) and you want to be able to have your game window scale to any display without changing the actual display resolution. (Which in this day of flat screen displays is not good for the display like it used to be for CRTs.) You'd just scale the output of the game's drawing calls to make it fit. Then you can just Löve's built-in resizable window option and let the player do what they want with the window instead of being forced to use what you think is best for their computer.

I've already supplied this same exact code before. You might get some useful information from my previous post:
viewtopic.php?f=4&t=78317&p=170556&hilit=scale#p170556

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Prole
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Re: Adapting to any screen size

Post by Techron » Tue Aug 11, 2015 11:05 pm

Okay now what do I do about the tappable buttons? I do buttons differently by most people do, i check to see if the mouse (or finger, in this case) are in between the given dimensions. For example, i do something like this.

Code: Select all

function love.mousepressed(x, y, button)
     if x >=50 and x <= 100 and y >=50 and y <= 100 then
          *what happens when you click in between these dimensions*
     end
end


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Positive07
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Re: Adapting to any screen size

Post by Positive07 » Thu Aug 13, 2015 12:26 am

you just need to divide mouse x and y with the scale x and y values
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(Github.com/Positive07)

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Jasoco
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Re: Adapting to any screen size

Post by Jasoco » Thu Aug 13, 2015 6:44 am

And also remember to account for the X and Y offset if you use them.

newMouseX = (mouseX - xOffset) / screenScaleX

Basically.

It's best to print the current newMouseX/Y to the screen somewhere while playing around with the math until you are sure it returns the correct adjusted position.

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