local dimtable = { design = {width = 1080, height = 1920}, screen = {width = nil, height = nil}, view = {width = nil, height = nil}, ratio = {landscapeUW = 21 / 9, landscapeWide = 16 / 9, landscapeStd = 4 / 3, portrait = 9 / 16}, } local function transformToScreenSpace() gfx.Translate((dimtable.screen.width - dimtable.view.width) / 2, 0); gfx.Scale(dimtable.view.width / dimtable.design.width, dimtable.view.height / dimtable.design.height); gfx.Scissor(0, 0, dimtable.design.width, dimtable.design.height); end local function updateResolution(ratio) if not ratio then ratio = dimtable.ratio.portrait end local screenWidth, screenHeight = game.GetResolution() if screenWidth ~= dimtable.screen.width or screenHeight ~= dimtable.screen.height then dimtable.screen.width, dimtable.screen.height = screenWidth, screenHeight dimtable.view.width, dimtable.view.height = ratio * dimtable.screen.height, dimtable.screen.height end end -- return by reference trickery: local t = dimtable t.transformToScreenSpace = transformToScreenSpace t.updateResolution = updateResolution return t