-- push.lua v0.4 -- Copyright (c) 2020 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 love11 = love.getVersion() == 11 local getDPI = love11 and love.window.getDPIScale or love.window.getPixelScale local windowUpdateMode = love11 and love.window.updateMode or function(width, height, settings) local _, _, flags = love.window.getMode() for k, v in pairs(settings) do flags[k] = v end love.window.setMode(width, height, flags) end local push = { defaults = { fullscreen = false, resizable = false, pixelperfect = false, highdpi = true, canvas = true, stencil = true } } setmetatable(push, push) function push:applySettings(settings) for k, v in pairs(settings) do self["_" .. k] = v end end function push:resetSettings() return self:applySettings(self.defaults) end function 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 windowUpdateMode(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 self end function push:setupCanvas(canvases) table.insert(canvases, { name = "_render", private = true }) --final render self._canvas = true self.canvases = {} for i = 1, #canvases do push:addCanvas(canvases[i]) end return self end function push:addCanvas(params) table.insert(self.canvases, { name = params.name, private = params.private, shader = params.shader, canvas = love.graphics.newCanvas(self._WWIDTH, self._WHEIGHT), stencil = params.stencil or self._stencil }) end function push:setCanvas(name) if not self._canvas then return true end local canvasTable = self:getCanvasTable(name) return love.graphics.setCanvas({ canvasTable.canvas, stencil = canvasTable.stencil }) end function push:getCanvasTable(name) for i = 1, #self.canvases do if self.canvases[i].name == name then return self.canvases[i] end end end function push:setShader(name, shader) if not shader then self:getCanvasTable("_render").shader = name else self:getCanvasTable(name).shader = shader end end function push:initValues() self._PSCALE = (not love11 and self._highdpi) and getDPI() 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 * 2 end function push:apply(operation, shader) self._drawFunctions[operation](self, shader) end function push:start() if self._canvas then love.graphics.push() love.graphics.setCanvas({ self.canvases[1].canvas, stencil = self.canvases[1].stencil }) 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) end end function push:applyShaders(canvas, shaders) local _shader = love.graphics.getShader() if #shaders <= 1 then love.graphics.setShader(shaders[1]) love.graphics.draw(canvas) else local _canvas = love.graphics.getCanvas() local _tmp = self:getCanvasTable("_tmp") if not _tmp then --create temp canvas only if needed self:addCanvas({ name = "_tmp", private = true, shader = nil }) _tmp = self:getCanvasTable("_tmp") end love.graphics.push() love.graphics.origin() local outputCanvas for i = 1, #shaders do local inputCanvas = i % 2 == 1 and canvas or _tmp.canvas outputCanvas = i % 2 == 0 and canvas or _tmp.canvas love.graphics.setCanvas(outputCanvas) love.graphics.clear() love.graphics.setShader(shaders[i]) love.graphics.draw(inputCanvas) love.graphics.setCanvas(inputCanvas) end love.graphics.pop() love.graphics.setCanvas(_canvas) love.graphics.draw(outputCanvas) end love.graphics.setShader(_shader) end function push:finish(shader) love.graphics.setBackgroundColor(unpack(self._borderColor)) if self._canvas then local _render = self:getCanvasTable("_render") love.graphics.pop() local white = love11 and 1 or 255 love.graphics.setColor(white, white, white) --draw canvas love.graphics.setCanvas(_render.canvas) for i = 1, #self.canvases do --do not draw _render yet local _table = self.canvases[i] if not _table.private then local _canvas = _table.canvas local _shader = _table.shader self:applyShaders(_canvas, type(_shader) == "table" and _shader or { _shader }) end end love.graphics.setCanvas() --draw render love.graphics.translate(self._OFFSET.x, self._OFFSET.y) local shader = shader or _render.shader love.graphics.push() love.graphics.scale(self._SCALE.x, self._SCALE.y) self:applyShaders(_render.canvas, type(shader) == "table" and shader or { shader }) love.graphics.pop() --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() end end function push:setBorderColor(color, g, b) self._borderColor = g and {color, g, b} or color end function 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, y end function push:toReal(x, y) local realX = self._OFFSET.x + (self._GWIDTH * x)/self._WWIDTH local realY = self._OFFSET.y + (self._GHEIGHT * y)/self._WHEIGHT return realX, realY end function 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 windowUpdateMode(self._RWIDTH, self._RHEIGHT) --set window dimensions end end function push:resize(w, h) if self._highdpi then w, h = w / self._PSCALE, h / self._PSCALE end self._RWIDTH = w self._RHEIGHT = h self:initValues() end function push:getWidth() return self._WWIDTH end function push:getHeight() return self._WHEIGHT end function push:getDimensions() return self._WWIDTH, self._WHEIGHT end return push