-- push.lua v0.2-- Copyright (c) 2017 Ulysse Ramage-- 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.local push = { defaults = { fullscreen = false, resizable = false, pixelperfect = false, highdpi = true, canvas = true }}setmetatable(push, push)--TODO: rendering resolution?--TODO: clean up codefunction push:applySettings(settings) for k, v in pairs(settings) do self["_" .. k] = v endendfunction push:resetSettings() return self:applySettings(self.defaults) endfunction push:setupScreen(WWIDTH, WHEIGHT, RWIDTH, RHEIGHT, settings) settings = settings or {} self._WWIDTH, self._WHEIGHT = WWIDTH, WHEIGHT self._RWIDTH, self._RHEIGHT = RWIDTH, RHEIGHT self:applySettings(self.defaults) --set defaults first self:applySettings(settings) --then fill with custom settings love.window.setMode( self._RWIDTH, self._RHEIGHT, { fullscreen = self._fullscreen, resizable = self._resizable, highdpi = self._highdpi } ) self:initValues() if self._canvas then self:setupCanvas({ "default" }) --setup canvas end self._borderColor = {0, 0, 0} self._drawFunctions = { ["start"] = self.start, ["end"] = self.finish } return selfendfunction push:setupCanvas(canvases) table.insert(canvases, { name = "_render" }) --final render self._canvas = true self.canvases = {} for i = 1, #canvases do self.canvases[i] = { name = canvases[i].name, shader = canvases[i].shader, canvas = love.graphics.newCanvas(self._WWIDTH, self._WHEIGHT) } end return selfendfunction push:setCanvas(name) if not self._canvas then return true end return love.graphics.setCanvas( self:getCanvasTable(name).canvas )endfunction push:getCanvasTable(name) for i = 1, #self.canvases do if self.canvases[i].name == name then return self.canvases[i] end endendfunction push:setShader(name, shader) if not shader then self:getCanvasTable("_render").shader = name else self:getCanvasTable(name).shader = shader endendfunction push:initValues() self._PSCALE = self._highdpi and love.window.getDPIScale() or 1 self._SCALE = { x = self._RWIDTH/self._WWIDTH * self._PSCALE, y = self._RHEIGHT/self._WHEIGHT * self._PSCALE } if self._stretched then --if stretched, no need to apply offset self._OFFSET = {x = 0, y = 0} else local scale = math.min(self._SCALE.x, self._SCALE.y) if self._pixelperfect then scale = math.floor(scale) end self._OFFSET = {x = (self._SCALE.x - scale) * (self._WWIDTH/2), y = (self._SCALE.y - scale) * (self._WHEIGHT/2)} self._SCALE.x, self._SCALE.y = scale, scale --apply same scale to X and Y end self._GWIDTH = self._RWIDTH * self._PSCALE - self._OFFSET.x * 2 self._GHEIGHT = self._RHEIGHT * self._PSCALE - self._OFFSET.y * 2end--[[ DEPRECATED ]]--function push:apply(operation, shader) if operation == "start" then self:start() elseif operation == "finish" or operation == "end" then self:finish(shader) endendfunction push:start() if self._canvas then love.graphics.push() love.graphics.setCanvas(self.canvases[1].canvas) else love.graphics.translate(self._OFFSET.x, self._OFFSET.y) love.graphics.setScissor(self._OFFSET.x, self._OFFSET.y, self._WWIDTH*self._SCALE.x, self._WHEIGHT*self._SCALE.y) love.graphics.push() love.graphics.scale(self._SCALE.x, self._SCALE.y) endendfunction push:finish(shader) love.graphics.setBackgroundColor(unpack(self._borderColor)) if self._canvas then local _render = self:getCanvasTable("_render") love.graphics.pop() love.graphics.setColor(255, 255, 255) --draw canvas love.graphics.setCanvas(_render.canvas) for i = 1, #self.canvases - 1 do --do not draw _render yet local _table = self.canvases[i] love.graphics.setShader(_table.shader) love.graphics.draw(_table.canvas) end love.graphics.setCanvas() --draw render love.graphics.translate(self._OFFSET.x, self._OFFSET.y) love.graphics.setShader(shader or self:getCanvasTable("_render").shader) love.graphics.draw(self:getCanvasTable("_render").canvas, 0, 0, 0, self._SCALE.x, self._SCALE.y) --clear canvas for i = 1, #self.canvases do love.graphics.setCanvas( self.canvases[i].canvas ) love.graphics.clear() end love.graphics.setCanvas() love.graphics.setShader() else love.graphics.pop() love.graphics.setScissor() endendfunction push:setBorderColor(color, g, b) self._borderColor = g and {color, g, b} or colorendfunction push:toGame(x, y) x, y = x - self._OFFSET.x, y - self._OFFSET.y local normalX, normalY = x / self._GWIDTH, y / self._GHEIGHT x = (x >= 0 and x <= self._WWIDTH * self._SCALE.x) and normalX * self._WWIDTH or nil y = (y >= 0 and y <= self._WHEIGHT * self._SCALE.y) and normalY * self._WHEIGHT or nil return x, yend--doesn't work - TODOfunction push:toReal(x, y) return x+self._OFFSET.x, y+self._OFFSET.yendfunction push:switchFullscreen(winw, winh) self._fullscreen = not self._fullscreen local windowWidth, windowHeight = love.window.getDesktopDimensions() if self._fullscreen then --save windowed dimensions for later self._WINWIDTH, self._WINHEIGHT = self._RWIDTH, self._RHEIGHT elseif not self._WINWIDTH or not self._WINHEIGHT then self._WINWIDTH, self._WINHEIGHT = windowWidth * .5, windowHeight * .5 end self._RWIDTH = self._fullscreen and windowWidth or winw or self._WINWIDTH self._RHEIGHT = self._fullscreen and windowHeight or winh or self._WINHEIGHT self:initValues() love.window.setFullscreen(self._fullscreen, "desktop") if not self._fullscreen and (winw or winh) then love.window.setMode(self._RWIDTH, self._RHEIGHT) --set window dimensions endendfunction push:resize(w, h) local pixelScale = love.window.getDPIScale() if self._highdpi then w, h = w / pixelScale, h / pixelScale end self._RWIDTH = w self._RHEIGHT = h self:initValues()endfunction push:getWidth() return self._WWIDTH endfunction push:getHeight() return self._WHEIGHT endfunction push:getDimensions() return self._WWIDTH, self._WHEIGHT endreturn push