NeutronLoved/lib/push.lua

282 lines
8.7 KiB
Lua

-- 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