mirror of
https://github.com/love2d/love.git
synced 2026-08-16 16:20:42 +02:00
Merged default into minor
--HG-- branch : minor
This commit is contained in:
@@ -24,7 +24,6 @@
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// STD
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#include <queue>
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#include <map>
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#include <iostream>
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#include <cmath>
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// LOVE
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||||
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||||
@@ -24,7 +24,6 @@
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// STD
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#include <queue>
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#include <map>
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#include <iostream>
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#include <cmath>
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// LOVE
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@@ -144,7 +144,7 @@ private:
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ALuint source;
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bool valid;
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static const unsigned int MAX_BUFFERS = 32;
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static const unsigned int MAX_BUFFERS = 8;
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ALuint streamBuffers[MAX_BUFFERS];
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Object::StrongRef<StaticDataBuffer> staticBuffer;
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@@ -26,6 +26,9 @@
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#include "common/runtime.h"
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// C++
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#include <iostream>
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namespace love
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{
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namespace audio
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@@ -42,17 +42,12 @@ namespace sdl
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// we want them in pixel coordinates (may be different with high-DPI enabled.)
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static void windowToPixelCoords(int *x, int *y)
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{
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double scale = 1.0;
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||||
window::Window *window = Module::getInstance<window::Window>(Module::M_WINDOW);
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if (window != nullptr)
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scale = window->getPixelScale();
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|
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if (x != nullptr)
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*x = int(double(*x) * scale);
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if (y != nullptr)
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*y = int(double(*y) * scale);
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if (window && x)
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*x = (int) window->toPixels(*x);
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if (window && y)
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*y = (int) window->toPixels(*y);
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}
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||||
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@@ -74,15 +69,11 @@ Event::~Event()
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||||
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||||
void Event::pump()
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||||
{
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SDL_PumpEvents();
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|
||||
static SDL_Event e;
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Message *msg;
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SDL_Event e;
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while (SDL_PollEvent(&e))
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{
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msg = convert(e);
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Message *msg = convert(e);
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if (msg)
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{
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push(msg);
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@@ -93,16 +84,17 @@ void Event::pump()
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||||
Message *Event::wait()
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||||
{
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||||
static SDL_Event e;
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bool ok = (SDL_WaitEvent(&e) == 1);
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if (!ok)
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return NULL;
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||||
SDL_Event e;
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if (SDL_WaitEvent(&e) != 1)
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return nullptr;
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return convert(e);
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||||
}
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||||
|
||||
void Event::clear()
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||||
{
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static SDL_Event e;
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SDL_Event e;
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||||
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||||
while (SDL_PollEvent(&e))
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||||
{
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||||
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@@ -27,7 +27,7 @@
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#include "common/EnumMap.h"
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// SDL
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#include <SDL.h>
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#include <SDL_events.h>
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// STL
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#include <map>
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@@ -24,7 +24,6 @@
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// STD
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#include <cstdlib>
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#include <cstring>
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#include <iostream>
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#include <string>
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#include <vector>
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@@ -35,6 +35,7 @@
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||||
// C
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||||
#include <cmath>
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||||
#include <cstdio>
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||||
|
||||
namespace love
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||||
{
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||||
@@ -223,7 +224,7 @@ bool Graphics::setMode(int width, int height, bool &sRGB)
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message += "\nThe program may crash or have graphical issues.";
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::printf("%s\n%s\n", title.c_str(), message.c_str());
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currentWindow->showMessageBox(type, title, message, true);
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currentWindow->showMessageBox(title, message, type, true);
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||||
// We should only show the message once, instead of after every setMode.
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displayedMinReqWarning = true;
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@@ -283,7 +284,7 @@ bool Graphics::setMode(int width, int height, bool &sRGB)
|
||||
|
||||
// Reload all volatile objects.
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||||
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.
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restoreState(states.back());
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@@ -650,9 +651,9 @@ Canvas *Graphics::newCanvas(int width, int height, Canvas::Format format, int ms
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||||
return nullptr; // never reached
|
||||
}
|
||||
|
||||
Shader *Graphics::newShader(const Shader::ShaderSources &sources)
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||||
Shader *Graphics::newShader(const Shader::ShaderSource &source)
|
||||
{
|
||||
return new Shader(sources);
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||||
return new Shader(source);
|
||||
}
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||||
|
||||
Mesh *Graphics::newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode mode)
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@@ -22,7 +22,6 @@
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#define LOVE_GRAPHICS_OPENGL_GRAPHICS_H
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||||
// 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);
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||||
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||||
Mesh *newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode mode = Mesh::DRAW_MODE_FAN);
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Mesh *newMesh(int vertexcount, Mesh::DrawMode mode = Mesh::DRAW_MODE_FAN);
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||||
@@ -64,20 +64,20 @@ namespace
|
||||
Shader *Shader::current = nullptr;
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||||
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)
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||||
Shader::Shader(const ShaderSource &source)
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||||
: 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()
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||||
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 = "";
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||||
|
||||
switch (type)
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||||
switch (stage)
|
||||
{
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||||
case TYPE_VERTEX:
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||||
glshadertype = GL_VERTEX_SHADER;
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||||
case STAGE_VERTEX:
|
||||
glstage = GL_VERTEX_SHADER;
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break;
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case TYPE_PIXEL:
|
||||
glshadertype = GL_FRAGMENT_SHADER;
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||||
case STAGE_PIXEL:
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||||
glstage = GL_FRAGMENT_SHADER;
|
||||
break;
|
||||
default:
|
||||
throw love::Exception("Cannot create shader object: unknown shader type.");
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||||
@@ -132,128 +132,75 @@ GLuint Shader::compileCode(ShaderType type, const std::string &code)
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||||
// clear existing errors
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||||
while (glGetError() != GL_NO_ERROR);
|
||||
|
||||
GLuint shaderid = glCreateShader(glshadertype);
|
||||
GLuint shaderid = glCreateShader(glstage);
|
||||
|
||||
if (shaderid == 0) // oh no!
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||||
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);
|
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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[] =
|
||||
{
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -241,7 +241,7 @@ public:
|
||||
KEY_EJECT,
|
||||
KEY_SLEEP,
|
||||
|
||||
KEY_MAX_ENUM = 512
|
||||
KEY_MAX_ENUM
|
||||
};
|
||||
|
||||
virtual ~Keyboard() {}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user