push - a resolution-handling library

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D0NM
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Re: push - a resolution-handling library

Post by D0NM » Thu Oct 27, 2016 5:29 pm

Ulydev, thanks for a neat lib. :awesome:
I see, it is unfinished yet :3
Anyway it has saved a lot of my time.

I had a bug that the push shifts my images either horizontally or vertically
after the switch to the full screen mode and back.

But this thread has helped me to solve the problem. :huh:
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Ulydev
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Re: push - a resolution-handling library

Post by Ulydev » Thu Oct 27, 2016 10:07 pm

D0NM wrote:Ulydev, thanks for a neat lib. :awesome:
I see, it is unfinished yet :3
Anyway it has saved a lot of my time.

I had a bug that the push shifts my images either horizontally or vertically
after the switch to the full screen mode and back.

But this thread has helped me to solve the problem. :huh:
You're right about that, I started to notice it recently and I've fixed it in my personal builds. I'll be sure to push the fix on github when I have some time :awesome:

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Madrayken
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Re: push - a resolution-handling library

Post by Madrayken » Fri Oct 28, 2016 6:57 pm

D0NM wrote:Ulydev, thanks for a neat lib. :awesome:
I see, it is unfinished yet :3
Anyway it has saved a lot of my time.

I had a bug that the push shifts my images either horizontally or vertically
after the switch to the full screen mode and back.

But this thread has helped me to solve the problem. :huh:
Would you care to tell us how? I'm finding the same issue myself.
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D0NM
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Re: push - a resolution-handling library

Post by D0NM » Sat Oct 29, 2016 6:57 pm

Madrayken wrote: Would you care to tell us how? I'm finding the same issue myself.
I was calling push:switchFullscreen()
w/o arguments. It should be working, but alas :joker:

Code: Select all

 push:switchFullscreen(WINDOW_WIDTH, WINDOW_HEIGHT)
adding the windows dimensions has solved the problem.

:3
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Re: push - a resolution-handling library

Post by D0NM » Mon Nov 07, 2016 6:26 am

ok. found another bug:

It discards the display number (if u use more than one monitors).
I use 1 monitor for coding, and the 2nd one for the game window and debug.

an ugly fix is:

Code: Select all

  local _, _, flags = love.window.getMode( )
  love.window.setMode( self._RWIDTH, self._RHEIGHT, {fullscreen = self._fullscreen, borderless = false, resizable = self._resizable, display = flags.display} )
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Re: push - a resolution-handling library

Post by D0NM » Wed Jan 25, 2017 5:49 pm

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Ulydev
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Re: push - a resolution-handling library

Post by Ulydev » Wed Jan 25, 2017 6:56 pm

Just closed 2 issues.

Thanks!

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D0NM
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Re: push - a resolution-handling library

Post by D0NM » Wed Jan 25, 2017 7:29 pm

Ulydev wrote:Just closed 2 issues.
Thanks!
Thank you! Looking at your issues closing speed I gotta go coding faster :nyu:

now testing pixel_perfect option. :awesome:
everything is fine!

Well, Some time ago I had some multi-monitor issues. I just cannot remember it clearly. It might be love2d issue as well.
On getting to the problem again I'll open an issue.

PS Would u like to increase the lib version next time, too? :3
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Ulydev
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Re: push - a resolution-handling library

Post by Ulydev » Wed Jan 25, 2017 7:54 pm

D0NM wrote: Well, Some time ago I had some multi-monitor issues. I just cannot remember it clearly. It might be love2d issue as well.
On getting to the problem again I'll open an issue.

PS Would u like to increase the lib version next time, too? :3
Definitely yes.

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Re: push - a resolution-handling library

Post by D0NM » Fri Feb 17, 2017 11:23 am

sent a pull request of the "stretched fill" mode

PS Also u use the shared code in calculateScale and initValues.
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