src/core: add screen system as a cscreen wrapper
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@ -29,11 +29,13 @@ local DebugSystem = require "core.debug"
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local Options = require "core.options"
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local Input = require "core.input"
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local Screen = require "core.screen"
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function CoreSystem:new()
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self.debug = DebugSystem(self)
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self.options = Options(self)
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self.input = Input(self)
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self.screen = Screen(self)
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end
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function CoreSystem:update(dt)
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64
sonic-radiance.love/core/screen.lua
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64
sonic-radiance.love/core/screen.lua
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@ -0,0 +1,64 @@
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-- core/screen.lua :: Basic screen manager. Use CScreen as a backend, and works
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-- as an abstraction layer around CScreen.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local ScreenManager = Object:extend()
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local CScreen = require "libs.cscreen"
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local SCREEN_HEIGHT = 240
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local SCREEN_WIDTH = 424
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function ScreenManager:new(controller)
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self.controller = controller
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self.data = self.controller.options.data.video
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self:applySettings()
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CScreen.init(SCREEN_WIDTH, SCREEN_HEIGHT, true)
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CScreen.setColor(0, 0, 0, 1)
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love.graphics.setDefaultFilter( "nearest", "nearest", 1 )
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end
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function ScreenManager:applySettings()
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self.data = self.controller.options.data.video
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local flags = {}
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flags.vsync = self.data.vsync
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flags.borderless = (self.data.border == false)
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love.window.setMode(SCREEN_WIDTH * self.data.resolution, SCREEN_WIDTH * self.data.resolution, flags)
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love.window.setFullscreen( self.data.fullscreen )
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local width, height = love.window.getMode()
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CScreen.update(width, height)
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end
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function ScreenManager:apply()
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CScreen.apply()
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end
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function ScreenManager:cease()
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CScreen.cease()
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end
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return ScreenManager
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99
sonic-radiance.love/libs/cscreen.lua
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99
sonic-radiance.love/libs/cscreen.lua
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@ -0,0 +1,99 @@
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--[[
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CScreen v1.3 by CodeNMore
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A simple way to make resolution-independent Love2D games
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Tested for LOVE 0.10.1
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See: https://github.com/CodeNMore/CScreen
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Zlib License:
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Copyright (c) 2016 CodeNMore
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from
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the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software in
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a product, an acknowledgment in the product documentation would be appreciated
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but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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--]]
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local CScreen = {}
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local rx, ry, ctr = 800, 600, true
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local rxv, ryv, fsv, fsvr = 800, 600, 1.0, 1.0
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local tx, ty, rwf, rhf = 0, 0, 800, 600
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local cr, cg, cb, ca = 0, 0, 0, 255
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-- Initializes CScreen with the initial size values
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function CScreen.init(tw, th, cntr)
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rx = tw or 800
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ry = th or 600
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ctr = cntr or false
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CScreen.update(love.graphics.getWidth(), love.graphics.getHeight())
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end
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-- Draws letterbox borders
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function CScreen.cease()
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if ctr then
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local pr, pg, pb, pa = love.graphics.getColor()
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love.graphics.setColor(cr, cg, cb, ca)
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love.graphics.scale(fsvr, fsvr)
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if tx ~= 0 then
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love.graphics.rectangle("fill", -tx, 0, tx, rhf)
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love.graphics.rectangle("fill", rxv, 0, tx, rhf)
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elseif ty ~= 0 then
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love.graphics.rectangle("fill", 0, -ty, rwf, ty)
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love.graphics.rectangle("fill", 0, ryv, rwf, ty)
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end
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love.graphics.setColor(pr, pg, pb, pa)
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end
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end
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-- Scales and centers all graphics properly
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function CScreen.apply()
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if ctr then
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love.graphics.translate(tx, ty)
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end
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love.graphics.scale(fsv, fsv)
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end
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-- Updates CScreen when the window size changes
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function CScreen.update(w, h)
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local sx = w / rx
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local sy = h / ry
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fsv = math.min(sx, sy)
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fsvr = 1 / fsv
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-- Centering
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if ctr and fsv == sx then -- Vertically
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tx = 0
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ty = (h / 2) - (ry * fsv / 2)
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elseif ctr and fsv == sy then -- Horizontally
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ty = 0
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tx = (w / 2) - (rx * fsv / 2)
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end
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-- Variable sets
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rwf = w
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rhf = h
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rxv = rx * fsv
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ryv = ry * fsv
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end
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-- Convert from window coordinates to target coordinates
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function CScreen.project(x, y)
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return math.floor((x - tx) / fsv), math.floor((y - ty) / fsv)
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end
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-- Change letterbox color
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function CScreen.setColor(r, g, b, a)
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cr = r
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cg = g
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cb = b
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ca = a
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end
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-- Return the table for use
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return CScreen
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