Re: love-android-sdl2 (native, 0.9.2)
Posted: Thu Apr 16, 2015 6:09 pm
A flag in setMode ("portrait", "landscape", "default", "auto") would be quite nice and handy
Well, I can't rightly think of a reason why you'd need to force-change orientation settings mid execution, especially for a game etc, which leaves just inconveniencing testing. I suppose one could compile a couple of apk's to run in different modes, so you're not locked in while testing.I~=Spam wrote:Yeah I think that is how you have to do it... Seems silly to have to rebuild the entire apk for just that but I think that is the only way unless something hackish can be done instead... :\Frohman wrote:Edit:
Hadn't occurred to me that you'd likely do this in the packaging step, so for basic testing with .love's and main.lua's, should I rebuild the apk myself with the orientation specified?
Use a camera library, like gamera, then just turn your screen 90 degrees, also I have made some test and you can use the accelerometer to detect orientationNixola wrote:Letting the user decide the desired orientation seems like a good reason to me
I suppose that works too. Although, I am pretty sure that there is a speed penalty for that though...Positive07 wrote:Use a camera library, like gamera, then just turn your screen 90 degrees, also I have made some test and you can use the accelerometer to detect orientationNixola wrote:Letting the user decide the desired orientation seems like a good reason to me
Actually it is two love.graphics.translate and one love.graphics.rotate... so really no impact!I~=Spam wrote:I am pretty sure that there is a speed penalty for that though...
Sorry for the late reply on this, but I've tried it just now and it still translates the window.slime wrote:It shouldn't translate the game window if you give setTextInput x/y/w/h arguments that would be completely visible on-screen even with the keyboard visible as well.
There it says 242*scale in the y argument, so it is translating your game screen 242*scale pixels up...TurtleP wrote:-snip-
Thanks, I must have read the documentation wrong or something.Positive07 wrote:There it says 242*scale in the y argument, so it is translating your game screen 242*scale pixels up...TurtleP wrote:-snip-