How to handle resolution on iOS devices?

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ddabrahim
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How to handle resolution on iOS devices?

Post by ddabrahim »

Hi!

I am currently experimenting with Love2D on iOS using an iOS Simulator. I am trying to understand how resolution and different aspect ratios works and I have noticed the resolution seems to be off.

I have created an iPhone SE 3rd gen Simulator and the resolution of the device is 640 x 1136.
However it seems in Love2D I need to set the resolution to 374 x 664 in order to get a proper render. If I use any other resolution like 640 x 1136, the screen does not look right, it crushed or stretched.

I create a canvas of size 373 x 664 and also setMode(373,664) and this is how I get proper look. But it is not what I would expect considering the resolution of the device is 640 x 1136. I am a little confused about this. Would anyone have any pointers how to handle resolution on iOS devices?

Thank you.
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pgimeno
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Re: How to handle resolution on iOS devices?

Post by pgimeno »

It's probably the same as In Android. A scale is applied to all coordinates; love.graphics.getDimensions() should give you 374x664. The scale is given by love.graphics.getDPIScale(). You can disable this behaviour in love.conf:

Code: Select all

function love.conf(c)
  c.window.usedpiscale = false
end
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ddabrahim
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Re: How to handle resolution on iOS devices?

Post by ddabrahim »

Thanks a lot. I forgot completely about DPI scale.
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