X/Y Positions of the sprites on the screen. I figure that 1920 by 1080 may have more x/y cordinates for positioning items, in compairison with 800/600. Its a lot less pixels.
You still don't understand what the view does, right?
Thats obvious, but I don't know what code does what if you know what I mean, nor in the tutorial did I locate any style that had the discription "Disables window resizing." If only it were that simple. xD
If you don't add the resize style you won't be able to resize it, duh!
What do I want? I want it that I won't have to re create a image set for the at least 5 different groups of resolution. I would like it that it attempts to scale, but if it ends up throwing it out of proportion too badly
Yeah that's what I've thought. You actually want the sprites to get automatically resized (your first post implied otherwise...) but want to keep the ratio.
So you first need to read the tutorial on the sf::View and maybe you'll understand it then on your own. If not I'll maybe take more of my freetime to explain it to you further.
Hope that helps. If I decide to go the long route, I may make different image sets, but that seems like a lot of added file size. :/
Depending on the supported screen sizes this can still be a good root to go, since scaling up (or down) to a big size will lose a lot of the textures quality...
Another solution is to keep the size and just change the view's size so you'll get a black frame around the game (or you can decorate the black frame of course).
So I read the sf::View tutorial today, and have a few questions...
1, there's no 3D interaction. Doesn't that make it impossible to display more rendering area without scaling it? Say for instance, not zooming or anything, but just displaying more rendering area or "view area" of the program?
2. "What you're now actually can set with setCenter is the where origin of the rendering coordinate system is put in the coordinate system of the view." ...So thats setting the center view point for the "camera" looking at the rendered sprites correct? Then in that case, any rotations would use this as the axis for the rotation?
3, "sf::View view(origin.x, origin.y, size.width, size.height);" Would that, say, if you set a larger size to match the change between standard/widescreen, be able to display more ground/menu area if the width variable is changed? Or would it just stretch it?
4, lastly, "Convert Cords" ... Iwould like to know some more about it. I also, in it's description, am not sure what you refer to as "Point P" Say you had a rectangle for seeing if the user clicked a sprite. So you set the rectangle to the same size/position of that sprite. But then lets say the view changed, wouldn't that rectangle move with the sprite?
finally just a side question. I take it, it would not be possible, to use sf::view to rotate everything but NOT rotate certain sprites without a seperate viewport?
If any of that seems confusing, or you would like me to rephrase my questions, just ask.
I look foreward to hearing from you!