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Android Scaling Issues
Posted: Sun Mar 17, 2019 7:35 pm
by xNick1
Code: Select all
wWidth, wHeight = lg.getDimensions()
sx = wWidth / imgwidth
sy = wHeight / imgheight
lg.draw(img[r], quad, x, y, 0, sx, sy)
I'm not using scale(), I calculate sx and sy for every object by dividing screen dimension and the objects dimensions
It works fine on my pc, but it doesn't fill the whole screen on Android
what if I try with getPixelDimensions()?
I'm using the latest version 0.11.x on the repo to compile the game for Android
I didn't have this problem with 0.10.x but it seems like I need 0.11.x to publish the game to the playstore
That's my conf.lua, I don't know if it can help
Code: Select all
function love.conf(t)
t.identity = "game"
t.appendidentity = false
t.version = "11.2"
t.console = true
t.accelerometerjoystick = false
t.externalstorage = false
t.gammacorrect = false
t.audio.mixwithsystem = false
t.window.title = "game"
t.window.icon = nil
t.window.width = 1280
t.window.height = 720
t.window.borderless = false
t.window.resizable = false
t.window.minwidth = 1
t.window.minheight = 1
t.window.fullscreen = false
t.window.fullscreentype = "desktop"
t.window.vsync = 1
t.window.msaa = 0
t.window.depth = nil
t.window.stencil = nil
t.window.display = 1
t.window.highdpi = true
t.window.x = nil
t.window.y = nil
t.modules.audio = true
t.modules.data = true
t.modules.event = true
t.modules.font = true
t.modules.graphics = true
t.modules.image = true
t.modules.joystick = false
t.modules.keyboard = true
t.modules.math = true
t.modules.mouse = true
t.modules.physics = false
t.modules.sound = true
t.modules.system = true
t.modules.thread = true
t.modules.timer = true
t.modules.touch = true
t.modules.video = true
t.modules.window = true
end
Re: Android Scaling Issues
Posted: Sun Mar 17, 2019 8:10 pm
by pgimeno
Does this work?
Code: Select all
wWidth, wHeight = lg.fromPixels(lg.getPixelDimensions())
Re: Android Scaling Issues
Posted: Sat Apr 13, 2019 10:02 am
by xNick1
pgimeno wrote: ↑Sun Mar 17, 2019 8:10 pm
Does this work?
Code: Select all
wWidth, wHeight = lg.fromPixels(lg.getPixelDimensions())
I was trying to solve a problem. I couldn't compile apks anymore after I lost my old laptop lol.
No, this doesn't work either.
It seems to work only the first time, as before.
It's pretty random, sometimes the game is full screen, other times it's like that:
- photo_2019-04-13_12-01-59.jpg (79.88 KiB) Viewed 11463 times
I think it's cause of the new DPI thing hmm
Edit:
Code: Select all
local frame = lg.newImage("assets/images/menu/frame.png")
local fWidth = frame:getWidth()
local fHeight = frame:getHeight()
local fsx = wWidth / fWidth * 1
local fsy = wHeight / fHeight * 1
local fx = 0
local fy = 0
function BackgroundMenu:draw()
lg.draw(frame, fx, fy, 0, fsx, fsy)
end
As you can see from the previous picture the frame doesn't get drawn correctly.
wWidth and wHeight are calculated like that: wWidth, wHeight = lg.fromPixels(lg.getPixelDimensions())
Re: Android Scaling Issues
Posted: Sun Apr 14, 2019 11:35 am
by pgimeno
Could your problem be related to the space reserved for the system buttons? I don't know how that's handled in LÖVE, if at all.
Re: Android Scaling Issues
Posted: Sun Apr 14, 2019 11:51 am
by xNick1
pgimeno wrote: ↑Sun Apr 14, 2019 11:35 am
Could your problem be related to the space reserved for the system buttons? I don't know how that's handled in LÖVE, if at all.
That could be the reason.
I have software buttons.
Any ideas?
Btw, it works the first time I launch the apk, but only the first time ever
- photo_2019-04-14_12-47-54.jpg (82.34 KiB) Viewed 11382 times
- photo_2019-04-14_12-47-56.jpg (86.47 KiB) Viewed 11382 times
- photo_2019-04-14_13-50-14.jpg (79.49 KiB) Viewed 11382 times
Re: Android Scaling Issues
Posted: Sun Apr 14, 2019 11:58 am
by pgimeno
My only idea is to check for any notification in love.resize.
Maybe someone else can shed more light on the issue.