Added high-dpi / retina support to the no-game screen; additional minor tweaks and cleanup.

This commit is contained in:
Alex Szpakowski
2015-11-11 19:35:45 -04:00
parent 3cd18bae20
commit 7043b5314d
10 changed files with 2025 additions and 106 deletions
-2
View File
@@ -164,11 +164,9 @@ void GLBuffer::setMappedRangeModified(size_t offset, size_t modifiedsize)
// a and b are marked as modified.
size_t old_range_end = modified_offset + modified_size;
modified_offset = std::min(modified_offset, offset);
size_t new_range_end = std::max(offset + modifiedsize, old_range_end);
modified_size = new_range_end - modified_offset;
}
+1 -1
View File
@@ -708,7 +708,7 @@ Image *Graphics::newImage(const std::vector<love::image::CompressedImageData *>
return new Image(cdata, flags);
}
Quad *Graphics::newQuad(Quad::Viewport v, float sw, float sh)
Quad *Graphics::newQuad(Quad::Viewport v, double sw, double sh)
{
return new Quad(v, sw, sh);
}
+1 -1
View File
@@ -162,7 +162,7 @@ public:
Image *newImage(const std::vector<love::image::ImageData *> &data, const Image::Flags &flags);
Image *newImage(const std::vector<love::image::CompressedImageData *> &cdata, const Image::Flags &flags);
Quad *newQuad(Quad::Viewport v, float sw, float sh);
Quad *newQuad(Quad::Viewport v, double sw, double sh);
/**
* Creates a Font object.
@@ -368,13 +368,13 @@ int w_newImage(lua_State *L)
int w_newQuad(lua_State *L)
{
Quad::Viewport v;
v.x = (float) luaL_checknumber(L, 1);
v.y = (float) luaL_checknumber(L, 2);
v.w = (float) luaL_checknumber(L, 3);
v.h = (float) luaL_checknumber(L, 4);
v.x = luaL_checknumber(L, 1);
v.y = luaL_checknumber(L, 2);
v.w = luaL_checknumber(L, 3);
v.h = luaL_checknumber(L, 4);
float sw = (float) luaL_checknumber(L, 5);
float sh = (float) luaL_checknumber(L, 6);
double sw = luaL_checknumber(L, 5);
double sh = luaL_checknumber(L, 6);
Quad *quad = instance()->newQuad(v, sw, sh);
luax_pushtype(L, GRAPHICS_QUAD_ID, quad);
@@ -159,7 +159,7 @@ precision mediump float;
#endif
varying mediump vec4 VaryingTexCoord;
varying lowp vec4 VaryingColor;
varying mediump vec4 VaryingColor;
#define love_Canvases gl_FragData
@@ -307,7 +307,7 @@ vec4 position(mat4 transform_proj, vec4 vertpos) {
return transform_proj * vertpos;
}]],
pixel = [[
vec4 effect(lowp vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 effect(mediump vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return Texel(tex, texcoord) * vcolor;
}]]
}