LoveFrames and scaling

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Ratchet
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Posts: 67
Joined: Mon Apr 08, 2013 10:32 am

LoveFrames and scaling

Post by Ratchet »

I'm doing a pixel styled game with 320 x 180 resolution. I draw all my stuff on a canvas, then scale it up to the users resolution like 1920 x 1080. Workes very well, but I want to add UI using LoveFrames now.
Of cause when scaling up the mouse position isn't correct anymore. I figured out some problems can be fixed by add the scale to the LoveFrames.BoundingBox function. But there are still a lot af issues using the ColumnList, textinput and so on.
Seems like love doesn't have some kind of virtual resolution like BlitzMax/Monkey2 has. That would be the deal!

Does someone got an good idea for a good workaround?

EDIT Ok, I got it by using love.mouse.setRelativeMode(true) and using my own calculated/scaled mouse position via love.mousemoved and used that in LoveFrames everywhere instead of love.mouse.getPosition()
macOS 10.14 Mojave | LÖVE 11.2
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