Solution 1) Draw lovepad in between push.start() and push.finish(), while adjusting lovepad's rendering and touch position code to accommodate the low resolution. This renders lovepad within push's rendering window and looks correct. However, the logical touchscreen x and y appear to be stretched across the entire display rather than within the push window. Here is the code in lovepad, I tried to modify this to work with the push resolution.
Code: Select all
rxt, ryt = love.touch.getPosition(touch)
local xt, yt = rxt / (love.graphics.getWidth() / render_w), ryt / (love.graphics.getHeight() / render_h)
if (math.abs((xt - button.x))^2 + math.abs((yt - button.y))^2)^0.5 < button.radius then
button.isDown = true
Solution 2) Render lovepad outside of push using love2D's native drawing functions. In the ideal world, it would work right out of the box as intended (and the gamepad wouldn't be confined to the lower width push resolution, but instead the entire device display) , but I can't figure out how to do this nor do I know if it's a sane approach.
It's worth noting that I'm also using the hump camera library, I don't know if this affects how this should be handled.