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Marmalade Quick Virtual Resolution helper

Flexible Virtual Resolution system for use with Marmalade Quick

Implements a virtual resolution scaling system, with letterboxes that can be drawn over. A singleton table scales a scene between user coord space & screen/window space

You need a Marmalade license and Marmalade SDK 7.0 or newer to use this code: www.madewithmarmalade.com

Quick start

Set the size of the coordinate space you want to use for the scene. For example, for 960x640 user space, call:

virtualResolution:initialise{userSpaceW=960, userSpaceH=640}

Then, once you have created a scene, but before adding any nodes to it, call this to make a scene actually use the VR system:

virtualResolution:applyToScene(myScene)

From now, you can do all game logic as if the screen was 960x640. VR will work automatically, whether you just use director:createXXX and leave nodes to be added to the scene, or explicitly call myScene:addChild(myNode) There may be a "letterbox" area at the top or bottom depending on screen aspect ratio. Quick will continue drawing to the letterbox area. You likely want to cover those areas by drawing over them - just having black boxes is usually frowned upon by publishers and stores.

Quick always returns world coord touch events so you must do this to get user space onces to match your game logic:

function touchEvent(event)
    local x,y = virtualResolution:getUserPos(event.x, event.y)
    --etc
end

If you want to support device rotation, call this in the scene's "orientation" event:

virtualResolution:update()
virtualResolution:applyToScene(scene)

To save typing, try:

vr = virtualResolution
vr:initialise(...
--etc

See the example!

How it works

It adds a node called "scalerRootNode" to the scene, applies transforms to that and then overrides the scene node to add children to scalerRootNode instead of itself.

Be careful if you use myScene.children. For example, if you loop through myScene.children to destroy all visual nodes, you will also destroy the scalerRootNode and cause havoc :) It's recommended to always have an "origin" node in a scene, or use scene.children and explicitly ignore scene.scalerRootNode.

Details

You can call applyToScene for multiple scenes at the same time. There's no need to turn previous scenes off.

You may want to draw overlays, or other things into the letterbox areas, but using user-space coordinates. The following are available to give screen size and min/max coords of the screen edge in user coordinates (e.g. userWinMinX might be -100)

virtualResolution.userWinW
virtualResolution.userWinH
virtualResolution.userWinMinX
virtualResolution.userWinMaxX
virtualResolution.userWinMinY
virtualResolution.userWinMaxY

Alternatively, if you want to add a node to the scene in world coords and not scale it, you can do:

myNode = director:createXXX(...)
myScene:addChildNoTrans(myNode)
-- vr adds that function to the scene during applyToScene()

You could use the above to draw the letterbox overlays in screen space, to add overlay controls, or to render text that you don't want scaled.

Experimental alternatives for translating coords:

    getLocalCoords(worldX, worldY, localNode)
        -> screen to "local" coords - return value is relative to localNode
           NB: from https://github.com/nickchops/MarmaladeQuickNodeUtility

    virtualResolution:scaleTouchEvents(true)
        -> autoscales and returns user coords in touch events
           NB: this has a performance hit and is pretty hacky! Not recommended

Basic functions

virtualResolution is a singleton table performs most tasks

virtualResolution:initialise(vals)

  • Call this first, with width and height of "user space", aka "virtual resolution" This will also get the window sizes and work out scaling and offset to apply. Then create scenes with director:createScene(...) Uses {} format for ease of use :) e.g. call it like this:

    virtualResolution:initialise{userSpaceW=1200, userSpaceH=300}

virtualResolution:initialiseForUserCoordSpace(userSpaceW, userSpaceH)

  • Legacy simpler version with just user size options.

virtualResolution:applyToScene(myScene)

  • Then call this for each scene you want to use virtual resolution on

virtualResolution:getUserX(event.x) and virtualResolution:getUserY(event.y)

  • If not using scaleTouchEvents (see advanced), use these in event listeners to translate world event positions to user space ones. Useful for touch!

    For getters, its recommended to use shortcuts like:

      vr = virtualResolution
      vr.x = vr.getUserX
      vr.y = vr.getUserY
    

    then you can do:

      function myTouchListener(event)
          userX = vr.x(event.x)
          ...
      end
    

Advanced

virtualResolution:scaleTouchEvents(true)

  • Optionally set this true to make event.x and event.y values be returned in user space rather than window/screen space. Not recommend as it reduces performance of general event handling and is rather hacky. But good for some quick testing.

virtualResolution:getWinX(userX) and virtualResolution:getWinX(userY)

  • Use these to translate user space to world space. Useful if you have NOT called virtualResolution:applyToScene(myScene) and want to scale everything manually.

virtualResolution:update()

  • Call this if the window size changes (e.g. on desktop) to re-configure

virtualResolution:initialise(...)

  • Call this again if you want to change virtual resolution!

virtualResolution:applyToScene(myScene)

  • If the window size changes, call this again to actually update the scene scaling

myScene.scalerRootNode

  • This node is added to a scene by virtualResolution:applyToScene() and does the scaling. You can play with it manually if you want :)

virtualResolution:releaseScene(myScene, [false])

  • Call this when you are done with a scene. It will remove the scalerRootNode that is silently doing the transforms. By default, any children of the scene will be "kept" as they get moved from being children of the scaling node to the scene itself. Pass false as the second param to stop this and remove any children from the scene! If just destroying the scene, you probably don't need this at all. There's no need to call this on transitioning from a scene.

myScene:addChildNoTrans(node)

  • Calling virtualResolution:applyToScene() will cause the scenes :addChild() calls to be redirected to myScene.scalerRootNode:addChild(). The original method is "backed-up" via .addChildNoTrans. So, you can use myScene:addChildNoTrans(node) to bypass virtual resolution and add nodes that are "in window space".

TODO: add built in options for letterbox/borders


(C) 2013-2014 Nick Smith.

All code is provided under the MIT license unless stated otherwise:

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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