/// \brief Construct a new window
///
/// This constructor creates the window with the size and pixel
/// depth defined in \a mode.
It's not exactly crystal clear.
Yeah my bad about that one. About mapping pixel to coordinates 1:1, I will have to find out what exactly happened... Since when I draw everything on the default view of the render window it was just fine. Before, I had something like (pseudo code):
setView(view1);
drawSomeStuff();
setView(view2);
drawSomeOtherStuff();
and view1 had width of lets say 3/4 of screenSize.width and view2 the left 1/4 and the position was set correctly, but it looked weird and like it didn't map 1:1 pixel to coords. My past experience are some other engines that use views basically as containers which you position, and add sprites as subviews, so maybe I misunderstood the logic here.
I'm not sure what exactly happened, but I'll try to reformulate my question as soon as I find out.
Mercurial