Commit Graph

76 Commits

Author SHA1 Message Date
Alex Szpakowski 0b9ca3e344 Fix love.window.isMaximized. Add love.window.restore and love.window.isMinimized (resolves issue #1354).
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branch : minor
2017-11-20 22:20:39 -04:00
Alex Szpakowski 844900db39 Rename all cases of 'pixel density' to 'DPI scale' in love's APIs.
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branch : minor
2017-09-24 16:09:05 -03:00
Alex Szpakowski 518ed6f524 Small code style cleanup
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branch : minor
2017-07-21 21:17:55 -03:00
Alex Szpakowski 5243fb5a85 Allow disabling stencil capabilities for the main screen in love.window.setMode.
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branch : minor
2017-01-05 19:40:18 -04:00
Alex Szpakowski abb72cb813 Happy new year! 🥂
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branch : minor
2017-01-02 01:28:29 -04:00
Alex Szpakowski d26002f5cc Revamped and streamlined retina / high-DPI support (resolves issue #1122).
With the highdpi window flag enabled on a retina-capable display and OS, content should now appear to the user at the same size and in the same positions as with the flag disabled.

As a result, mouse and touch coordinates, Texture and graphics dimensions, and the graphics coordinate system now use pixel density-scaled units instead of pixels. Raw pixel units should generally only be used for things such as shader algorithms which execute per-pixel and rely on accurate pixel dimensions. love.window.fromPixels and friends typically don’t need to be used anymore.

Images, Canvases, and Fonts can have an optional explicit ‘pixel density’ set when creating them. This allows for easily loading high pixel density content which displays at the same size as regular or low pixel density content.

API changes:

- Added Texture:getPixelWidth/getPixelHeight/getPixelDimensions and Texture:getPixelDensity. Texture:getWidth/getHeight return the pixel density-scaled width and height (as it will appear on the screen when drawn) rather than the number of pixels on each texture dimension.

- Added love.graphics.getPixelWidth/getPixelHeight/getPixelDimensions.

- Added optional ‘pixeldensity’ field to the settings table parameter of love.graphics.newImage. It defaults to 1, or if the file the Image was loaded from has “@2x”, “@3x”, etc. at the end of its name, it uses that number as the pixel density scale by default.

- love.graphics.newCanvas now takes a table as its third parameter, with fields “format”, “msaa”, and “pixeldensity”. pixeldensity defaults to the main screen’s pixel density. The width and height parameters specify the visual size that the Canvas will be drawn at / can be drawn to (pixel density-scaled units).

- love.graphics.newVideo accepts a table as its second parameter, with optional fields “audio” and “pixeldensity”. pixeldensity defaults to 1.

- love.graphics.newFont variants have an optional pixeldensity parameter at the end of the argument list. For TrueType fonts this defaults to the current pixel density scale of the screen, and for BMFonts and ImageFonts this defaults to 1.

- Added Font:getPixelDensity.

- Renamed love.window.getPixelScale to love.window.getPixelDensity.

--HG--
branch : minor
2016-12-29 23:55:51 -04:00
Alex Szpakowski 3e80ec2257 Render pass API. Replaces love.graphics.setCanvas and friends.
- Removed love.graphics.set/getCanvas, Canvas:renderTo, Canvas:newImageData, love.graphics.clear, love.graphics.discard, and love.graphics.newScreenshot.

- Added love.graphics.beginPass and love.graphics.endPass. All rendering must happen within a pass. love.draw is now called while a render pass to the main screen is active.
- Added love.graphics.renderPass, which is a wrapper for begin/endPass which calls the supplied function argument in between a begin/end. This is similar to the old Canvas:renderTo.
- Added love.graphics.isPassActive, getPassCanvases, getPassWidth, getPassHeight, and getPassDimensions.
- Added love.graphics.captureScreenshot.

- Added a new love.run callback love.drawpasses, which is called after love.update and before love.draw. It is the place to render to Canvases using beginPass or renderPass, since love.draw now always draws to the main screen.

- Renamed the ‘canvasswitches’ field in the table returned by love.graphics.getStats to ‘renderpasses’.

love.graphics.beginPass has the following variants (and renderPass mirrors them with an additional function argument at the end):

- love.graphics.beginPass(), begins rendering to the main screen without clearing it.
- love.graphics.beginPass(r, g, b [, a]), begins rendering to the main screen and clears the screen to the specified color.

- love.graphics.beginPass(canvas [, willstencil]), begins rendering to the specified Canvas without clearing it. love.graphics.stencil can only be used within the Canvas if ‘willstencil’ is true.
- love.graphics.beginPass(canvas, r, g, b [, a] [, willstencil]), beings rendering to the specified Canvas and clears it to the specified color. love.graphics.stencil can only be used within the Canvas if ‘willstencil’ is true.

- love.graphics.beginPass(info), where ‘info’ is a table in the following form:
{
    {canvas [, r, g, b, a]}, — A canvas and an optional color to clear the Canvas to when the pass begins.
    {canvas2, [r, g, b, a]}, — Additional Canvases and optional clear colors for multi-canvas rendering.
    …,
    stencil = false, — Optional boolean field to specify whether love.graphics.stencil is allowed within this pass. False by default.
}

The pass info table can be created once up-front and used for multiple beginPass/renderPass calls.

love.graphics.endPass can take an optional callback function argument, which causes endPass to capture the contents of the Canvas drawn to in the render pass to a new ImageData and passes it to the supplied function (this replaces Canvas:newImageData). This does not work on the main screen.

love.graphics.captureScreenshot replaces love.graphics.newScreenshot. It takes a callback function argument which causes love.graphics.present to capture the contents of the screen to a new ImageData and passes it to the supplied function. captureScreenshot can only be called before drawing to the main screen begins in the current frame (e.g. in love.keypressed, love.update, etc.)

--HG--
branch : minor
2016-11-19 19:13:26 -04:00
Alex Szpakowski 60d90ca4a8 Merge default into minor
--HG--
branch : minor
2016-10-30 01:07:39 -03:00
Alex Szpakowski ec7565176e Add love.window.isMaximized 2016-10-24 21:35:22 -03:00
Alex Szpakowski b9c01b8674 Merge default into minor
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branch : minor
2016-10-21 22:04:39 -03:00
Alex Szpakowski 42be56858b Remove duplicate unused code. 2016-10-10 09:33:10 -03:00
Alex Szpakowski 03c38185f6 Fix love.window.maximize to immediately update the window dimensions instead of waiting for the next love.event.pump. Fixes issue #1221. 2016-10-10 09:14:57 -03:00
Alex Szpakowski 11328a23cf Don't consider different OpenGL versions when re-creating the window after a previous window and OpenGL context has been created. love.graphics has never supported switching GL versions mid-game, so we should prevent it from ever happening.
--HG--
branch : minor
2016-09-11 21:40:00 -03:00
Alex Szpakowski 9ec6eceb8a Cleaned up the error message code when love.window.setMode fails. 2016-01-14 19:16:41 -04:00
Alex Szpakowski 46a2e7b85c Happy new year! 🎉 2016-01-01 00:05:06 -04:00
Alex Szpakowski f6809f941d Cleaned up some love.window code. 2015-12-17 23:15:06 -04:00
Alex Szpakowski b0c19ef2c5 Renamed love.window.set/isScreenSaverEnabled to love.window.set/isDisplaySleepEnabled. 2015-11-24 22:35:57 -04:00
Alex Szpakowski 7ebef76b24 Added love.window.setScreenSaverEnabled and love.window.isScreenSaverEnabled (resolves issue #1088.) 2015-11-24 22:16:40 -04:00
Alex Szpakowski 4daa190513 Show the detected OpenGL version in the popup dialog when GL2.1 or GLES2 isn't available when the window is created. 2015-08-20 20:34:53 -03:00
Alex Szpakowski d215d8a91e Reworked sRGB / gamma-correct APIs:
Gamma-correct blending and shader math can be enabled globally via the new 't.gammacorrect' boolean flag in love.conf.
The new function love.graphics.isGammaCorrect will return true if it was requested in love.conf and is supported on the system.

When gamma correct rendering is enabled, colors (including the colors of pixels from images) are automatically converted from sRGB to linear RGB before use. When drawing to the main screen or to a canvas with the 'normal' or 'srgb' format, the final output colors of pixel shaders are automatically converted from linear RGB to sRGB after blending and before the color is stored in the pixel.

This lets the rendering pipeline do math using linear RGB values for colors rather than sRGB values, so the math is correct, without making users of the APIs manually linearize their colors with the love.math.gammaToLinear function (which still exists). The final output of the screen is encoded as sRGB, which is what systems expect. Canvases (except when otherwise requested) store their contents with sRGB encoding for increased precision with darker colors.

the 'srgb' window setting flag has been removed, as well as the 'srgb' image flag. A new image flag 'linear' has been added, which when set to true will cause the colors of the image to always be treated as linear RGB rather than sRGB, when gamma-correct rendering is enabled.

A new function 'Shader:sendColor' has been added, which has the same argument structure as 'Shader:send' but expects colors in the range of [0, 255]. When gamma-correct rendering is enabled it automatically gamma-corrects the given colors (by applying gammaToLinear to them.)

New shader code functions have been added: gammaToLinear, linearToGamma, gammaCorrectColor, and unGammaCorrectColor. When gamma-correct rendering is enabled, the LOVE_GAMMA_CORRECT #define is set and gammaCorrectColor and unGammaCorrectColor are aliases for gammaToLinear and linearToGamma respectively, otherwise the functions do nothing.

The new shader functions have 'precise' and 'fast' variants. If the LOVE_PRECISE_GAMMA define is set, then the normal functions default to the precise variants, otherwise they default to the fast variants. Currently the define is set in vertex shaders and not set in pixel shaders.

The default per-vertex color is automatically gamma-corrected by LÖVE when gamma correct rendering is enabled, but any custom named per-vertex attribute specified with the new custom attribute Mesh functionality won't be, unless 'gammaCorrectColor' or similar functions are explicitly used (preferably inside the vertex shader code that has the custom attribute.)
2015-08-09 21:46:21 -03:00
Alex Szpakowski f5abedaeeb Cleaned up the love.graphics code that deals with love.window to be more consistent with the rest of the codebase. 2015-07-24 21:40:55 -03:00
Alex Szpakowski 4cd725cee6 Added love.window.close (resolves issue #1059), and renamed love.window.isCreated to love.window.isOpen. 2015-07-18 13:22:55 -03:00
Alex Szpakowski 589f153073 Fixed a compiler warning. 2015-06-08 23:44:18 -03:00
Alex Szpakowski cf73aa0107 Added love.window.requestAttention. Bounces the dock icon in OS X and flashes the taskbar icon in Windows when called, if the program isn't in focus. 2015-06-07 19:40:46 -03:00
Alex Szpakowski 14cbc91e7f Fixed a memory leak in love.graphics.newText. 2015-03-16 03:13:10 -03:00
Alex Szpakowski 52c4f2c119 Improved the performance of love.window.getPixelScale / toPixels / fromPixels by caching some values. Made some coordinate space-sensitive code use the proper conversions to get to the correct coordinate space.
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branch : minor
2015-02-23 17:55:30 -04:00
Alex Szpakowski 7f9abc1e77 Added love.touch module and touch screen events. Resolves issue #825.
Note: this implementation is slightly different from the implementation in the love 0.9.x Android and iOS ports!

Added love.touchpressed(id, x, y), love.touchmoved(id, x, y, dx, dy), and love.touchreleased(id, x, y, dx, dy).

id is a unique identifier for the touch press that persists until love.touchreleased. After that it is no longer unique.
x and y are the coordinates of the touch event in pixels within the window.
dx and dy are the amount in pixels that the touch has moved since the last event.

Added love.touch.getTouchCount and love.touch.getTouch(index).

love.touch.getTouch takes an index (not the same as an id. indices are not stable and don't correspond to a unique touch press.)
It returns the id of the touch and its current x and y coordinates in pixels.

--HG--
branch : minor
2015-02-16 16:29:45 -04:00
Alex Szpakowski d0e34e86f1 Changed love.window.setMode to recreate the window as well as the context if a particular context profile can't be created, to work around some limitations of the OpenGL context and window code in some SDL backends.
The window/context creation code might still need some work..

--HG--
branch : minor
2015-01-30 17:19:47 -04:00
Alex Szpakowski 84a6dd3b1c Fixed OpenGL context version checking when OpenGL ES is used.
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branch : minor
2015-01-30 04:48:09 -04:00
Alex Szpakowski ad1fbbf3ea Merged default into minor
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branch : minor
2015-01-29 21:27:05 -04:00
Alex Szpakowski cf60cf89fc De-namespaced a class, to make it less verbose. 2015-01-24 04:09:56 -04:00
Alex Szpakowski 15538426d7 Added support for creating OpenGL ES 2 and 3 contexts, and updated the OpenGL context creation code to be more robust in general.
If the LOVE_GRAPHICS_USE_OPENGLES environment variable is set, then love will try to create an OpenGL ES context before falling back to regular OpenGL. If it's not set (or set to 0), then the opposite happens except when love is run on backends that should always use OpenGL ES.

--HG--
branch : minor
2015-01-22 01:02:01 -04:00
Alex Szpakowski a7e4148869 Merged default into minor
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branch : minor
2015-01-16 15:47:26 -04:00
Alex Szpakowski be9b5b5d1a Added love.window.maximize (resolves issue #966.) 2015-01-05 00:00:46 -04:00
Alex Szpakowski c7b45b3505 Updated copyright for the new year 2014-12-31 19:32:43 -04:00
Alex Szpakowski 34688e929e Merged default into minor
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branch : minor
2014-09-28 15:56:04 -03:00
Alex Szpakowski d3e1993673 Rearranged love.window.showMessageBox' arguments so the messagebox type is the second-last argument and defaults to "info" (resolves issue #937.) 2014-09-28 15:37:56 -03:00
Alex Szpakowski aba33bf2e7 Merged default into minor
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branch : minor
2014-09-20 00:34:34 -03:00
Alex Szpakowski b75e1bdeaa Added love.window.setPosition(x, y [, displayindex]), love.window.getPosition, and optional x and y fields for t.window in love.conf and for the flags table in love.window.set/getMode (resolves issue #930.) 2014-09-19 16:19:55 -03:00
Alex Szpakowski cf7342f8b7 Use C++11's in-line member initializers instead of default constructors with initializer lists, for some structs.
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branch : minor
2014-09-18 02:39:18 -03:00
Alex Szpakowski fffbd3ecab Merged default into minor
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branch : minor
2014-09-18 02:15:20 -03:00
Alex Szpakowski 00944c5f5d Added love.window.toPixels(x [, y]) and love.window.fromPixels(x [, y]), for easier conversion between window-space and pixel-space values when highdpi mode is enabled on a retina display in OS X (and in the iOS and Android ports of LÖVE.) 2014-09-14 15:58:37 -03:00
Alex Szpakowski 53e63d48c9 Merged default into minor
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branch : minor
2014-08-07 18:10:19 -03:00
Alex Szpakowski d59c76a55f Reduced the number of explicit retain/release method calls on love objects. Less chance of bugs! 2014-08-07 14:53:17 -03:00
Alex Szpakowski aa05664d4c Merged default into minor
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branch : minor
2014-07-30 01:32:10 -03:00
Alex Szpakowski 3ae336dd43 Added love.window.showMessageBox.
It has two variants: showMessageBox(type, title, message [, attachtowindow=true]), and showMessageBox(type, title, message, buttons [, attachtowindow=true]). The former shows a simple message box with a single OK button, and the latter displays several buttons. The buttons argument is an array of button names.

The second variant returns the index of the pressed button, or 0 if the message box was closed some other way. showMessageBox will block until the message box is closed (and it can't be called on a separate thread.)
2014-07-21 21:28:21 -03:00
Alex Szpakowski e3f9c0dca4 Merged default into minor
--HG--
branch : minor
2014-07-08 14:01:55 -03:00
Alex Szpakowski dac9f4eaaa Added love.window.minimize (resolves issue #904). 2014-07-05 17:55:06 -03:00
Alex Szpakowski 2bfa8dbfb5 Merged default into minor
--HG--
branch : minor
2014-06-16 03:09:04 -03:00
Alex Szpakowski aa882cbcbc Added love.window.getDisplayName, to get the name of a connected display. 2014-06-14 16:20:30 -03:00