-- core/screen.lua :: Basic screen manager. Use CScreen as a backend, and works -- as an abstraction layer around CScreen. --[[ Copyright © 2019 Kazhnuz 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 ScreenManager = Object:extend() local CScreen = require("framework.libs.cscreen") -- INIT FUNCTIONS -- Initialize and configure the screen manager function ScreenManager:new(controller) self.controller = controller self.data = self.controller.options.data.video self.width, self.height = love.graphics.getDimensions() self:applySettings() CScreen.init(self.width, self.height, true) CScreen.setColor(0, 0, 0, 1) love.graphics.setDefaultFilter( "nearest", "nearest", 1 ) self.transition = nil self.transitionOut = nil self.isOpaque = false end function ScreenManager:startTransition(transitionIn, transitionOut, func, x, y) self.transition = transitionIn(func, x, y, false) self.transitionOut = transitionOut(nil, x, y, true) self.isOpaque = true end function ScreenManager:transitionOver(fadeOut) if (not fadeOut) then self.transition = self.transitionOut else self.transition = nil self.isOpaque = false end end function ScreenManager:isActive() return ((self.transition == nil) and (not self.isOpaque)) end function ScreenManager:applySettings() self.data = self.controller.options.data.video local flags = {} flags.vsync = self.data.vsync flags.borderless = (self.data.border == false) love.window.setMode(self.width * self.data.resolution, self.height * self.data.resolution, flags) love.window.setFullscreen( self.data.fullscreen ) local width, height = love.window.getMode() CScreen.update(width, height) end function ScreenManager:update(dt) if (self.transition ~= nil) then self.transition:update(dt) end end -- POINTER FUNCTIONS -- Translate the pointer according to the screen coordinates function ScreenManager:project(x, y) return CScreen.project(x, y) end function ScreenManager:getMousePosition() return CScreen.project(love.mouse.getX(), love.mouse.getY()) end function ScreenManager:getScale() return CScreen.getScale() end function ScreenManager:getScreenCoordinate(x, y) return CScreen.getScreenCoordinate(x, y) end -- INFO FUNCTIONS -- Get screen informations function ScreenManager:getDimensions() return self.width, self.height end -- SCISSOR FUNCTIONS -- Simple scissor functions function ScreenManager:setScissor(x, y, width, height) local x, y = self:getScreenCoordinate(x, y) love.graphics.setScissor(x, y, width*self.data.resolution, height*self.data.resolution) end function ScreenManager:resetScissor() love.graphics.setScissor( ) end -- DRAW FUNCTIONS -- Apply draw functions to the scene function ScreenManager:apply() CScreen.apply() end function ScreenManager:cease() CScreen.cease() end function ScreenManager:drawTransition() if (self.isOpaque) then if (self.transition ~= nil) then self.transition:draw() else love.graphics.setColor(0,0,0,1) love.graphics.rectangle("fill",0,0,424,240) utils.graphics.resetColor() end end end return ScreenManager