Merged default into minor

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2014-09-28 15:56:04 -03:00
26 changed files with 271 additions and 282 deletions
-1
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@@ -24,7 +24,6 @@
// STD
#include <queue>
#include <map>
#include <iostream>
#include <cmath>
// LOVE
-1
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@@ -24,7 +24,6 @@
// STD
#include <queue>
#include <map>
#include <iostream>
#include <cmath>
// LOVE
+1 -1
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@@ -144,7 +144,7 @@ private:
ALuint source;
bool valid;
static const unsigned int MAX_BUFFERS = 32;
static const unsigned int MAX_BUFFERS = 8;
ALuint streamBuffers[MAX_BUFFERS];
Object::StrongRef<StaticDataBuffer> staticBuffer;
+3
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@@ -26,6 +26,9 @@
#include "common/runtime.h"
// C++
#include <iostream>
namespace love
{
namespace audio
+12 -20
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@@ -42,17 +42,12 @@ namespace sdl
// we want them in pixel coordinates (may be different with high-DPI enabled.)
static void windowToPixelCoords(int *x, int *y)
{
double scale = 1.0;
window::Window *window = Module::getInstance<window::Window>(Module::M_WINDOW);
if (window != nullptr)
scale = window->getPixelScale();
if (x != nullptr)
*x = int(double(*x) * scale);
if (y != nullptr)
*y = int(double(*y) * scale);
if (window && x)
*x = (int) window->toPixels(*x);
if (window && y)
*y = (int) window->toPixels(*y);
}
@@ -74,15 +69,11 @@ Event::~Event()
void Event::pump()
{
SDL_PumpEvents();
static SDL_Event e;
Message *msg;
SDL_Event e;
while (SDL_PollEvent(&e))
{
msg = convert(e);
Message *msg = convert(e);
if (msg)
{
push(msg);
@@ -93,16 +84,17 @@ void Event::pump()
Message *Event::wait()
{
static SDL_Event e;
bool ok = (SDL_WaitEvent(&e) == 1);
if (!ok)
return NULL;
SDL_Event e;
if (SDL_WaitEvent(&e) != 1)
return nullptr;
return convert(e);
}
void Event::clear()
{
static SDL_Event e;
SDL_Event e;
while (SDL_PollEvent(&e))
{
+1 -1
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@@ -27,7 +27,7 @@
#include "common/EnumMap.h"
// SDL
#include <SDL.h>
#include <SDL_events.h>
// STL
#include <map>
@@ -24,7 +24,6 @@
// STD
#include <cstdlib>
#include <cstring>
#include <iostream>
#include <string>
#include <vector>
+5 -4
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@@ -35,6 +35,7 @@
// C
#include <cmath>
#include <cstdio>
namespace love
{
@@ -223,7 +224,7 @@ bool Graphics::setMode(int width, int height, bool &sRGB)
message += "\nThe program may crash or have graphical issues.";
::printf("%s\n%s\n", title.c_str(), message.c_str());
currentWindow->showMessageBox(type, title, message, true);
currentWindow->showMessageBox(title, message, type, true);
// We should only show the message once, instead of after every setMode.
displayedMinReqWarning = true;
@@ -283,7 +284,7 @@ bool Graphics::setMode(int width, int height, bool &sRGB)
// Reload all volatile objects.
if (!Volatile::loadAll())
std::cerr << "Could not reload all volatile objects." << std::endl;
::printf("Could not reload all volatile objects.\n");
// Restore the graphics state.
restoreState(states.back());
@@ -650,9 +651,9 @@ Canvas *Graphics::newCanvas(int width, int height, Canvas::Format format, int ms
return nullptr; // never reached
}
Shader *Graphics::newShader(const Shader::ShaderSources &sources)
Shader *Graphics::newShader(const Shader::ShaderSource &source)
{
return new Shader(sources);
return new Shader(source);
}
Mesh *Graphics::newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode mode)
+1 -2
View File
@@ -22,7 +22,6 @@
#define LOVE_GRAPHICS_OPENGL_GRAPHICS_H
// STD
#include <iostream>
#include <stack>
#include <vector>
@@ -154,7 +153,7 @@ public:
Canvas *newCanvas(int width, int height, Canvas::Format format = Canvas::FORMAT_NORMAL, int msaa = 0);
Shader *newShader(const Shader::ShaderSources &sources);
Shader *newShader(const Shader::ShaderSource &source);
Mesh *newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode mode = Mesh::DRAW_MODE_FAN);
Mesh *newMesh(int vertexcount, Mesh::DrawMode mode = Mesh::DRAW_MODE_FAN);
+107 -129
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@@ -64,20 +64,20 @@ namespace
Shader *Shader::current = nullptr;
Shader *Shader::defaultShader = nullptr;
Shader::ShaderSources Shader::defaultCode[1]; // TODO: RENDERER_MAX_ENUM
Shader::ShaderSource Shader::defaultCode[1]; // TODO: RENDERER_MAX_ENUM
GLint Shader::maxTexUnits = 0;
std::vector<int> Shader::textureCounters;
Shader::Shader(const ShaderSources &sources)
: shaderSources(sources)
Shader::Shader(const ShaderSource &source)
: shaderSource(source)
, program(0)
, builtinUniforms()
, vertexAttributes()
, builtinAttributes()
, lastCanvas((Canvas *) -1)
, lastViewport()
{
if (shaderSources.empty())
if (source.vertex.empty() && source.pixel.empty())
throw love::Exception("Cannot create shader: no source code!");
if (maxTexUnits <= 0)
@@ -108,21 +108,21 @@ Shader::~Shader()
unloadVolatile();
}
GLuint Shader::compileCode(ShaderType type, const std::string &code)
GLuint Shader::compileCode(ShaderStage stage, const std::string &code)
{
GLenum glshadertype;
GLenum glstage;
const char *typestr;
if (!typeNames.find(type, typestr))
if (!stageNames.find(stage, typestr))
typestr = "";
switch (type)
switch (stage)
{
case TYPE_VERTEX:
glshadertype = GL_VERTEX_SHADER;
case STAGE_VERTEX:
glstage = GL_VERTEX_SHADER;
break;
case TYPE_PIXEL:
glshadertype = GL_FRAGMENT_SHADER;
case STAGE_PIXEL:
glstage = GL_FRAGMENT_SHADER;
break;
default:
throw love::Exception("Cannot create shader object: unknown shader type.");
@@ -132,128 +132,75 @@ GLuint Shader::compileCode(ShaderType type, const std::string &code)
// clear existing errors
while (glGetError() != GL_NO_ERROR);
GLuint shaderid = glCreateShader(glshadertype);
GLuint shaderid = glCreateShader(glstage);
if (shaderid == 0) // oh no!
if (shaderid == 0)
{
GLenum err = glGetError();
if (err == GL_INVALID_ENUM)
if (glGetError() == GL_INVALID_ENUM)
throw love::Exception("Cannot create %s shader object: %s shaders not supported.", typestr, typestr);
else
throw love::Exception("Cannot create %s shader object.", typestr);
}
const char *src = code.c_str();
size_t srclen = code.length();
glShaderSource(shaderid, 1, (const GLchar **)&src, (GLint *)&srclen);
GLint srclen = (GLint) code.length();
glShaderSource(shaderid, 1, (const GLchar **)&src, &srclen);
glCompileShader(shaderid);
// Get any warnings the shader compiler may have produced.
GLint infologlen;
glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
GLchar *infolog = new GLchar[infologlen + 1];
glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog);
// Save any warnings for later querying.
// Get any warnings the shader compiler may have produced.
if (infologlen > 0)
shaderWarnings[type] = infolog;
{
GLchar *infolog = new GLchar[infologlen];
glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog);
delete[] infolog;
// Save any warnings for later querying.
shaderWarnings[stage] = infolog;
delete[] infolog;
}
GLint status;
glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
glDeleteShader(shaderid);
throw love::Exception("Cannot compile %s shader code:\n%s",
typestr, shaderWarnings[type].c_str());
typestr, shaderWarnings[stage].c_str());
}
return shaderid;
}
void Shader::createProgram(const std::vector<GLuint> &shaderids)
{
program = glCreateProgram();
if (program == 0)
throw love::Exception("Cannot create shader program object.");
try
{
for (GLuint id : shaderids)
glAttachShader(program, id);
}
catch (love::Exception &)
{
glDeleteProgram(program);
throw;
}
// Bind love's vertex attribute indices to names in the shader.
for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
{
VertexAttribID attrib = (VertexAttribID) i;
// FIXME: We skip this both because pseudo-instancing is temporarily
// disabled (see graphics.lua), and because binding a non-existant
// attribute name to a location can cause a shader linker warning.
if (attrib == ATTRIB_PSEUDO_INSTANCE_ID)
continue;
const char *name = nullptr;
if (attribNames.find(attrib, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
std::string warnings = getProgramWarnings();
glDeleteProgram(program);
program = 0;
throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
}
// flag shaders for auto-deletion when the program object is deleted.
for (GLuint id : shaderids)
glDeleteShader(id);
}
void Shader::mapActiveUniforms()
{
// Built-in uniform locations default to -1 (nonexistant.)
for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
builtinUniforms[i] = -1;
uniforms.clear();
GLint numuniforms;
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms);
GLsizei bufsize;
glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, (GLint *) &bufsize);
if (bufsize <= 0)
return;
GLchar cname[256];
const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar));
for (int i = 0; i < numuniforms; i++)
{
GLchar *cname = new GLchar[bufsize];
GLsizei namelength;
GLsizei namelen = 0;
Uniform u = {};
Uniform u;
glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &u.type, cname);
glGetActiveUniform(program, (GLuint) i, bufsize, &namelength, &u.count, &u.type, cname);
u.name = std::string(cname, (size_t) namelength);
u.name = std::string(cname, (size_t) namelen);
u.location = glGetUniformLocation(program, u.name.c_str());
u.baseType = getUniformBaseType(u.type);
delete[] cname;
// glGetActiveUniform appends "[0]" to the end of array uniform names...
if (u.name.length() > 3)
{
@@ -278,35 +225,18 @@ bool Shader::loadVolatile()
activeTexUnits.clear();
activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0);
// Built-in uniform locations default to -1 (nonexistant.)
for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
builtinUniforms[i] = -1;
std::vector<GLuint> shaderids;
for (const auto &source : shaderSources)
{
GLuint shaderid = compileCode(source.first, source.second);
shaderids.push_back(shaderid);
}
// The shader program must have both vertex and pixel shader stages.
ShaderSources &defaults = defaultCode[0];
const ShaderSource &defaults = defaultCode[0];
ShaderSources::const_iterator source = shaderSources.find(TYPE_VERTEX);
if (source == shaderSources.end())
shaderids.push_back(compileCode(TYPE_VERTEX, defaults[TYPE_VERTEX]));
source = shaderSources.find(TYPE_PIXEL);
if (source == shaderSources.end())
shaderids.push_back(compileCode(TYPE_PIXEL, defaults[TYPE_PIXEL]));
if (shaderids.empty())
throw love::Exception("Cannot create shader: no valid source code!");
const std::string &vertexcode = shaderSource.vertex.empty() ? defaults.vertex : shaderSource.vertex;
const std::string &pixelcode = shaderSource.pixel.empty() ? defaults.pixel : shaderSource.pixel;
try
{
createProgram(shaderids);
shaderids.push_back(compileCode(STAGE_VERTEX, vertexcode));
shaderids.push_back(compileCode(STAGE_PIXEL, pixelcode));
}
catch (love::Exception &)
{
@@ -315,6 +245,51 @@ bool Shader::loadVolatile()
throw;
}
program = glCreateProgram();
if (program == 0)
{
for (GLuint id : shaderids)
glDeleteShader(id);
throw love::Exception("Cannot create shader program object.");
}
for (GLuint id : shaderids)
glAttachShader(program, id);
// Bind generic vertex attribute indices to names in the shader.
for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
{
VertexAttribID attrib = (VertexAttribID) i;
// FIXME: We skip this both because pseudo-instancing is temporarily
// disabled (see graphics.lua), and because binding a non-existant
// attribute name to a location causes a shader linker warning.
if (attrib == ATTRIB_PSEUDO_INSTANCE_ID)
continue;
const char *name = nullptr;
if (attribNames.find(attrib, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
glLinkProgram(program);
// Flag shaders for auto-deletion when the program object is deleted.
for (GLuint id : shaderids)
glDeleteShader(id);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
std::string warnings = getProgramWarnings();
glDeleteProgram(program);
program = 0;
throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
}
// Retreive all active uniform variables in this shader from OpenGL.
mapActiveUniforms();
@@ -322,9 +297,9 @@ bool Shader::loadVolatile()
{
const char *name = nullptr;
if (attribNames.find(VertexAttribID(i), name))
vertexAttributes[i] = glGetAttribLocation(program, name);
builtinAttributes[i] = glGetAttribLocation(program, name);
else
vertexAttributes[i] = -1;
builtinAttributes[i] = -1;
}
if (current == this)
@@ -371,13 +346,16 @@ void Shader::unloadVolatile()
std::string Shader::getProgramWarnings() const
{
GLint strlen, nullpos;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strlen);
GLint strsize, nullpos;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strsize);
char *tempstr = new char[strlen+1];
if (strsize == 0)
return "";
char *tempstr = new char[strsize];
// be extra sure that the error string will be 0-terminated
memset(tempstr, '\0', strlen+1);
glGetProgramInfoLog(program, strlen, &nullpos, tempstr);
memset(tempstr, '\0', strsize);
glGetProgramInfoLog(program, strsize, &nullpos, tempstr);
tempstr[nullpos] = '\0';
std::string warnings(tempstr);
@@ -389,13 +367,13 @@ std::string Shader::getProgramWarnings() const
std::string Shader::getWarnings() const
{
std::string warnings;
const char *typestr;
const char *stagestr;
// Get the individual shader stage warnings
for (const auto &warning : shaderWarnings)
{
if (typeNames.find(warning.first, typestr))
warnings += std::string(typestr) + std::string(" shader:\n") + warning.second;
if (stageNames.find(warning.first, stagestr))
warnings += std::string(stagestr) + std::string(" shader:\n") + warning.second;
}
warnings += getProgramWarnings();
@@ -644,7 +622,7 @@ Shader::UniformType Shader::getExternVariable(const std::string &name, int &comp
bool Shader::hasVertexAttrib(VertexAttribID attrib) const
{
return vertexAttributes[int(attrib)] != -1;
return builtinAttributes[int(attrib)] != -1;
}
bool Shader::hasBuiltinUniform(BuiltinUniform builtin) const
@@ -816,13 +794,13 @@ bool Shader::getConstant(UniformType in, const char *&out)
return uniformTypes.find(in, out);
}
StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM>::Entry Shader::typeNameEntries[] =
StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM>::Entry Shader::stageNameEntries[] =
{
{"vertex", Shader::TYPE_VERTEX},
{"pixel", Shader::TYPE_PIXEL},
{"vertex", Shader::STAGE_VERTEX},
{"pixel", Shader::STAGE_PIXEL},
};
StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM> Shader::typeNames(Shader::typeNameEntries, sizeof(Shader::typeNameEntries));
StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM> Shader::stageNames(Shader::stageNameEntries, sizeof(Shader::stageNameEntries));
StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
{
+19 -17
View File
@@ -46,11 +46,11 @@ class Shader : public Object, public Volatile
{
public:
enum ShaderType
enum ShaderStage
{
TYPE_VERTEX,
TYPE_PIXEL,
TYPE_MAX_ENUM
STAGE_VERTEX,
STAGE_PIXEL,
STAGE_MAX_ENUM
};
// Built-in uniform (extern) variables.
@@ -71,8 +71,11 @@ public:
UNIFORM_MAX_ENUM
};
// Type for a list of shader source codes in the form of sources[shadertype] = code
typedef std::map<ShaderType, std::string> ShaderSources;
struct ShaderSource
{
std::string vertex;
std::string pixel;
};
// Pointer to currently active Shader.
static Shader *current;
@@ -81,13 +84,13 @@ public:
static Shader *defaultShader;
// Default shader code (a shader is always required internally.)
static ShaderSources defaultCode[1]; // TODO: RENDERER_MAX_ENUM
static ShaderSource defaultCode[1]; // TODO: RENDERER_MAX_ENUM
/**
* Creates a new Shader using a list of source codes.
* Sources must contain either vertex or pixel shader code, or both.
* Source must contain either vertex or pixel shader code, or both.
**/
Shader(const ShaderSources &sources);
Shader(const ShaderSource &source);
virtual ~Shader();
@@ -202,8 +205,7 @@ private:
UniformType getUniformBaseType(GLenum type) const;
void checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const;
GLuint compileCode(ShaderType type, const std::string &code);
void createProgram(const std::vector<GLuint> &shaderids);
GLuint compileCode(ShaderStage stage, const std::string &code);
int getTextureUnit(const std::string &name);
@@ -212,11 +214,11 @@ private:
// Get any warnings or errors generated only by the shader program object.
std::string getProgramWarnings() const;
// List of all shader code attached to this Shader
ShaderSources shaderSources;
// Source code used for this Shader.
ShaderSource shaderSource;
// Shader compiler warning strings for individual shader stages.
std::map<ShaderType, std::string> shaderWarnings;
std::map<ShaderStage, std::string> shaderWarnings;
// volatile
GLuint program;
@@ -225,7 +227,7 @@ private:
GLint builtinUniforms[BUILTIN_MAX_ENUM];
// Location values for any generic vertex attribute variables.
GLint vertexAttributes[ATTRIB_MAX_ENUM];
GLint builtinAttributes[ATTRIB_MAX_ENUM];
// Uniform location buffer map
std::map<std::string, Uniform> uniforms;
@@ -247,8 +249,8 @@ private:
// Counts total number of textures bound to each texture unit in all shaders
static std::vector<int> textureCounters;
static StringMap<ShaderType, TYPE_MAX_ENUM>::Entry typeNameEntries[];
static StringMap<ShaderType, TYPE_MAX_ENUM> typeNames;
static StringMap<ShaderStage, STAGE_MAX_ENUM>::Entry stageNameEntries[];
static StringMap<ShaderStage, STAGE_MAX_ENUM> stageNames;
static StringMap<UniformType, UNIFORM_MAX_ENUM>::Entry uniformTypeEntries[];
static StringMap<UniformType, UNIFORM_MAX_ENUM> uniformTypes;
+8 -14
View File
@@ -445,27 +445,21 @@ int w_newShader(lua_State *L)
if (lua_pcall(L, 2, 2, 0) != 0)
return luaL_error(L, "%s", lua_tostring(L, -1));
Shader::ShaderSources sources;
Shader::ShaderSource source;
// vertex shader code
if (lua_isstring(L, -2))
{
std::string vertexcode(luaL_checkstring(L, -2));
sources[Shader::TYPE_VERTEX] = vertexcode;
}
source.vertex = luax_checkstring(L, -2);
else if (has_arg1 && has_arg2)
return luaL_error(L, "Could not parse vertex shader code (missing 'position' function?)");
// pixel shader code
if (lua_isstring(L, -1))
{
std::string pixelcode(luaL_checkstring(L, -1));
sources[Shader::TYPE_PIXEL] = pixelcode;
}
source.pixel = luax_checkstring(L, -1);
else if (has_arg1 && has_arg2)
return luaL_error(L, "Could not parse pixel shader code (missing 'effect' function?)");
if (sources.empty())
if (source.vertex.empty() && source.pixel.empty())
{
// Original args had source code, but effectCodeToGLSL couldn't translate it
for (int i = 1; i <= 2; i++)
@@ -478,7 +472,7 @@ int w_newShader(lua_State *L)
bool should_error = false;
try
{
Shader *shader = instance()->newShader(sources);
Shader *shader = instance()->newShader(source);
luax_pushtype(L, "Shader", GRAPHICS_SHADER_T, shader);
shader->release();
}
@@ -982,9 +976,9 @@ int w_setDefaultShaderCode(lua_State *L)
lua_rawgeti(L, -1, 1);
lua_rawgeti(L, -2, 2);
Shader::ShaderSources openglcode;
openglcode[Shader::TYPE_VERTEX] = luax_checkstring(L, -2);
openglcode[Shader::TYPE_PIXEL] = luax_checkstring(L, -1);
Shader::ShaderSource openglcode;
openglcode.vertex = luax_checkstring(L, -2);
openglcode.pixel = luax_checkstring(L, -1);
lua_pop(L, 3);
+1 -1
View File
@@ -241,7 +241,7 @@ public:
KEY_EJECT,
KEY_SLEEP,
KEY_MAX_ENUM = 512
KEY_MAX_ENUM
};
virtual ~Keyboard() {}
+6 -7
View File
@@ -18,8 +18,6 @@
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "common/config.h"
#include "Keyboard.h"
namespace love
@@ -55,8 +53,8 @@ bool Keyboard::isDown(Key *keylist) const
for (Key key = *keylist; key != KEY_MAX_ENUM; key = *(++keylist))
{
auto it = keys.find(key);
if (it != keys.end() && keystate[SDL_GetScancodeFromKey(it->second)])
SDL_Scancode scancode = SDL_GetScancodeFromKey(keymap[key]);
if (keystate[scancode])
return true;
}
@@ -76,9 +74,10 @@ bool Keyboard::hasTextInput() const
return SDL_IsTextInputActive();
}
std::map<Keyboard::Key, SDL_Keycode> Keyboard::createKeyMap()
const SDL_Keycode *Keyboard::createKeyMap()
{
std::map<Keyboard::Key, SDL_Keycode> k;
// Array must be static so its lifetime continues once the function returns.
static SDL_Keycode k[Keyboard::KEY_MAX_ENUM] = {SDLK_UNKNOWN};
k[Keyboard::KEY_UNKNOWN] = SDLK_UNKNOWN;
@@ -287,7 +286,7 @@ std::map<Keyboard::Key, SDL_Keycode> Keyboard::createKeyMap()
return k;
}
std::map<Keyboard::Key, SDL_Keycode> Keyboard::keys = Keyboard::createKeyMap();
const SDL_Keycode *Keyboard::keymap = Keyboard::createKeyMap();
} // sdl
} // keyboard
+3 -6
View File
@@ -26,10 +26,7 @@
#include "common/EnumMap.h"
// SDL
#include <SDL.h>
// STL
#include <map>
#include <SDL_keyboard.h>
namespace love
{
@@ -60,8 +57,8 @@ private:
// The real implementation is in love::event::sdl::Event::Convert.
bool key_repeat;
static std::map<Key, SDL_Keycode> createKeyMap();
static std::map<Key, SDL_Keycode> keys;
static const SDL_Keycode *createKeyMap();
static const SDL_Keycode *keymap;
}; // Keyboard
-5
View File
@@ -81,11 +81,6 @@ void RandomGenerator::setSeed(RandomGenerator::Seed newseed)
seed = newseed;
rng_state = seed;
// Xorshift's first couple results after seeding will be similar to results
// from very similar seeds, so we immediately discard them here.
for (int i = 0; i < 2; i++)
rand();
}
RandomGenerator::Seed RandomGenerator::getSeed() const
+10 -20
View File
@@ -36,33 +36,23 @@ namespace sdl
// we want them in pixel coordinates (may be different with high-DPI enabled.)
static void windowToPixelCoords(int *x, int *y)
{
double scale = 1.0;
window::Window *window = Module::getInstance<window::Window>(Module::M_WINDOW);
love::window::Window *window = love::window::sdl::Window::getSingleton();
if (window != nullptr)
scale = window->getPixelScale();
if (x != nullptr)
*x = int(double(*x) * scale);
if (y != nullptr)
*y = int(double(*y) * scale);
if (window && x)
*x = (int) window->toPixels(*x);
if (window && y)
*y = (int) window->toPixels(*y);
}
// And vice versa for setting mouse coordinates.
static void pixelToWindowCoords(int *x, int *y)
{
double scale = 1.0;
window::Window *window = Module::getInstance<window::Window>(Module::M_WINDOW);
love::window::Window *window = love::window::sdl::Window::getSingleton();
if (window != nullptr)
scale = window->getPixelScale();
if (x != nullptr)
*x = int(double(*x) / scale);
if (y != nullptr)
*y = int(double(*y) / scale);
if (window && x)
*x = (int) window->fromPixels(*x);
if (window && y)
*y = (int) window->fromPixels(*y);
}
const char *Mouse::getName() const
+55 -13
View File
@@ -93,6 +93,12 @@ EdgeShape *Physics::newEdgeShape(float x1, float y1, float x2, float y2)
int Physics::newPolygonShape(lua_State *L)
{
int argc = lua_gettop(L);
bool istable = lua_istable(L, 1);
if (istable)
argc = lua_objlen(L, 1);
if (argc % 2 != 0)
return luaL_error(L, "Number of vertex components must be a multiple of two.");
@@ -103,16 +109,31 @@ int Physics::newPolygonShape(lua_State *L)
else if (vcount > b2_maxPolygonVertices)
return luaL_error(L, "Expected a maximum of %d vertices, got %d.", b2_maxPolygonVertices, vcount);
b2PolygonShape *s = new b2PolygonShape();
b2Vec2 vecs[b2_maxPolygonVertices];
for (int i = 0; i < vcount; i++)
if (istable)
{
float x = (float)luaL_checknumber(L, 1 + i * 2);
float y = (float)luaL_checknumber(L, 2 + i * 2);
vecs[i] = Physics::scaleDown(b2Vec2(x, y));
for (int i = 0; i < vcount; i++)
{
lua_rawgeti(L, 1, 1 + i * 2);
lua_rawgeti(L, 1, 2 + i * 2);
float x = (float)luaL_checknumber(L, -2);
float y = (float)luaL_checknumber(L, -1);
vecs[i] = Physics::scaleDown(b2Vec2(x, y));
lua_pop(L, 2);
}
}
else
{
for (int i = 0; i < vcount; i++)
{
float x = (float)luaL_checknumber(L, 1 + i * 2);
float y = (float)luaL_checknumber(L, 2 + i * 2);
vecs[i] = Physics::scaleDown(b2Vec2(x, y));
}
}
b2PolygonShape *s = new b2PolygonShape();
try
{
@@ -133,22 +154,42 @@ int Physics::newPolygonShape(lua_State *L)
int Physics::newChainShape(lua_State *L)
{
int argc = lua_gettop(L)-1; // first argument is looping
bool istable = lua_istable(L, 2);
if (istable)
argc = lua_objlen(L, 2);
if (argc % 2 != 0)
return luaL_error(L, "Number of vertex components must be a multiple of two.");
int vcount = (int)argc/2;
b2ChainShape *s = new b2ChainShape();
bool loop = luax_toboolean(L, 1);
b2Vec2 *vecs = new b2Vec2[vcount];
for (int i = 0; i<vcount; i++)
if (istable)
{
float x = (float)lua_tonumber(L, -2);
float y = (float)lua_tonumber(L, -1);
vecs[i].Set(x, y);
vecs[i] = Physics::scaleDown(vecs[i]);
lua_pop(L, 2);
for (int i = 0; i < vcount; i++)
{
lua_rawgeti(L, 2, 1 + i * 2);
lua_rawgeti(L, 2, 2 + i * 2);
float x = (float)lua_tonumber(L, -2);
float y = (float)lua_tonumber(L, -1);
vecs[i] = Physics::scaleDown(b2Vec2(x, y));
lua_pop(L, 2);
}
}
else
{
for (int i = 0; i < vcount; i++)
{
float x = (float)luaL_checknumber(L, 2 + i * 2);
float y = (float)luaL_checknumber(L, 3 + i * 2);
vecs[i] = Physics::scaleDown(b2Vec2(x, y));
}
}
b2ChainShape *s = new b2ChainShape();
try
{
@@ -160,6 +201,7 @@ int Physics::newChainShape(lua_State *L)
catch (love::Exception &)
{
delete[] vecs;
delete s;
throw;
}
+1 -1
View File
@@ -40,7 +40,7 @@ public:
* Indicates how many bytes of raw data should be generated at each
* call to Decode.
**/
static const int DEFAULT_BUFFER_SIZE = 2048;
static const int DEFAULT_BUFFER_SIZE = 16384;
/**
* Indicates the quality of the sound.
+6 -1
View File
@@ -83,6 +83,11 @@ public:
{
int width;
int height;
bool operator == (const WindowSize &w) const
{
return w.width == width && w.height == height;
}
};
struct MessageBoxData
@@ -156,7 +161,7 @@ public:
virtual const void *getHandle() const = 0;
virtual bool showMessageBox(MessageBoxType type, const std::string &title, const std::string &message, bool attachtowindow) = 0;
virtual bool showMessageBox(const std::string &title, const std::string &message, MessageBoxType type, bool attachtowindow) = 0;
virtual int showMessageBox(const MessageBoxData &data) = 0;
//virtual static Window *createSingleton() = 0;
+5 -17
View File
@@ -497,29 +497,17 @@ std::vector<WindowSize> Window::getFullscreenSizes(int displayindex) const
{
std::vector<WindowSize> sizes;
SDL_DisplayMode mode = {};
std::vector<WindowSize>::const_iterator it;
for (int i = 0; i < SDL_GetNumDisplayModes(displayindex); i++)
{
SDL_DisplayMode mode = {};
SDL_GetDisplayMode(displayindex, i, &mode);
WindowSize w = {mode.w, mode.h};
// SDL2's display mode list has multiple entries for modes of the same
// size with different bits per pixel, so we need to filter those out.
bool alreadyhassize = false;
for (it = sizes.begin(); it != sizes.end(); ++it)
{
if (it->width == mode.w && it->height == mode.h)
{
alreadyhassize = true;
break;
}
}
if (!alreadyhassize)
{
WindowSize w = {mode.w, mode.h};
if (std::find(sizes.begin(), sizes.end(), w) == sizes.end())
sizes.push_back(w);
}
}
return sizes;
@@ -767,7 +755,7 @@ SDL_MessageBoxFlags Window::convertMessageBoxType(MessageBoxType type) const
}
}
bool Window::showMessageBox(MessageBoxType type, const std::string &title, const std::string &message, bool attachtowindow)
bool Window::showMessageBox(const std::string &title, const std::string &message, MessageBoxType type, bool attachtowindow)
{
SDL_MessageBoxFlags flags = convertMessageBoxType(type);
SDL_Window *sdlwindow = attachtowindow ? window : nullptr;
+1 -1
View File
@@ -92,7 +92,7 @@ public:
const void *getHandle() const;
bool showMessageBox(MessageBoxType type, const std::string &title, const std::string &message, bool attachtowindow);
bool showMessageBox(const std::string &title, const std::string &message, MessageBoxType type, bool attachtowindow);
int showMessageBox(const MessageBoxData &data);
static love::window::Window *createSingleton();
+17 -12
View File
@@ -395,32 +395,29 @@ int w_minimize(lua_State* /*L*/)
int w_showMessageBox(lua_State *L)
{
Window::MessageBoxData data = {};
data.type = Window::MESSAGEBOX_INFO;
const char *typestr = luaL_checkstring(L, 1);
if (!Window::getConstant(typestr, data.type))
return luaL_error(L, "Invalid messagebox type: %s", typestr);
data.title = luaL_checkstring(L, 2);
data.message = luaL_checkstring(L, 3);
data.title = luaL_checkstring(L, 1);
data.message = luaL_checkstring(L, 2);
// If we have a table argument, we assume a list of button names, which
// means we should use the more complex message box API.
if (lua_istable(L, 4))
if (lua_istable(L, 3))
{
size_t numbuttons = lua_objlen(L, 4);
size_t numbuttons = lua_objlen(L, 3);
if (numbuttons == 0)
return luaL_error(L, "Must have at least one messagebox button.");
// Array of button names.
for (size_t i = 0; i < numbuttons; i++)
{
lua_rawgeti(L, 4, i + 1);
lua_rawgeti(L, 3, i + 1);
data.buttons.push_back(luax_checkstring(L, -1));
lua_pop(L, 1);
}
// Optional table entry specifying the button to use when enter is pressed.
lua_getfield(L, 4, "enterbutton");
lua_getfield(L, 3, "enterbutton");
if (!lua_isnoneornil(L, -1))
data.enterButtonIndex = luaL_checkint(L, -1) - 1;
else
@@ -428,13 +425,17 @@ int w_showMessageBox(lua_State *L)
lua_pop(L, 1);
// Optional table entry specifying the button to use when esc is pressed.
lua_getfield(L, 4, "escapebutton");
lua_getfield(L, 3, "escapebutton");
if (!lua_isnoneornil(L, -1))
data.escapeButtonIndex = luaL_checkint(L, -1) - 1;
else
data.escapeButtonIndex = (int) data.buttons.size() - 1;
lua_pop(L, 1);
const char *typestr = lua_isnoneornil(L, 4) ? nullptr : luaL_checkstring(L, 4);
if (typestr && !Window::getConstant(typestr, data.type))
return luaL_error(L, "Invalid messagebox type: %s", typestr);
data.attachToWindow = luax_optboolean(L, 5, true);
int pressedbutton = instance()->showMessageBox(data);
@@ -442,10 +443,14 @@ int w_showMessageBox(lua_State *L)
}
else
{
const char *typestr = lua_isnoneornil(L, 3) ? nullptr : luaL_checkstring(L, 3);
if (typestr && !Window::getConstant(typestr, data.type))
return luaL_error(L, "Invalid messagebox type: %s", typestr);
data.attachToWindow = luax_optboolean(L, 4, true);
// Display a simple message box.
bool success = instance()->showMessageBox(data.type, data.title, data.message, data.attachToWindow);
bool success = instance()->showMessageBox(data.title, data.message, data.type, data.attachToWindow);
luax_pushboolean(L, success);
}