The new StringMap code for luax_enumerror causes code to be generated for
std::vector. By using an extern template (an old feature standardised in c++11)
we can instantiate it once instead, in StringMap.cpp.
--HG--
branch : minor
All enum errors have (hopefully) been changed to a luax_enumerror, which has a
fixed error message. If additionally a list of valid options is passed, it
lists that in the error message. For every enum error with few options I've
implemented this using a getConstants call.
This solution has been designed specifically to reduce the number of template
instantiations (as I've been told that was a concern). All new template code
happens in places where there already was an instantiation of the relevant
StringMap. Of course there is still std::vector<std::string>...
--HG--
branch : minor
- Moved love.math.compress / decompress / decode / encode / hash to love.data.
- Changed love.data.compress/decompress to take the format argument first instead of second.
- Added love.data.newDataView. Returns a read-only subsection of an existing Data object.
- Added love.data.newByteData. Mostly useful in combination with LuaJIT's FFI as it has no extra methods currently.
- Added implementations of Lua 5.3's data packing APIs: love.data.packString / packData / unpack / getPackedSize.
Resolves issue #1336.
Resolves issue #1331.
--HG--
branch : minor
We accidentally enabled nested tables previously, and now it errors properly when the tables contain cycles. Before you'd get (or at least I got) a nice lua stack overflow error.
--HG--
branch : minor
Functions which are deprecated will print out a message and show up in a small dialog on-screen, when they're first called. Deprecation output is disabled in fused mode by default, and can be modified with love.setDeprecationOutput(enable).
--HG--
branch : minor
Added Lua index registry clear routine to `destroy` method of classes that use it.
If this is left to GC, the abandoned userdata would stay in memory for one full extra cycle.
Prettified the code slightly. Clarified some comments. Refactored `Fixture` class `udata` name.
Removed Reference class include from `Shape` (it doesn't use it).
- Add Texture:setDepthSampleMode(comparemode). Only works on textures with depth pixel formats. A texture with the depth sample mode set will only work with a depth sampler.
- Add DepthImage, DepthArrayImage, and DepthCubeImage sampler keywords to glsl3.
--HG--
branch : minor
- Add love.graphics.clear(r, g, b, a [, stencilvalue, depthvalue]).
- Add love.graphics.clear(color1, color2, …, [, stencilvalue, depthvalue]).
- Add love.graphics.clear(false, stencilvalue, depthvalue).
stencilvalue and depthvalue are either true, false, or a number. True is the default behaviour and clears that buffer to the default value (0 for stencil, 1 for depth), false prevents clearing.
The third variant listed above only clears the depth and/or stencil buffers and not the color buffer.
--HG--
branch : minor
Also fixed Canvas MSAA (resolves issue #1271).
stencil-formatted Canvases can’t be drawn, and can only be used as the value for a new ‘depthstencil’ field to the table-argument variant of love.graphics.setCanvas.
--HG--
branch : minor
As far as I know they are no longer used, as autotools was the primary (only)
user and it now switches entire modules.
I've also taken the opportunity to clean up the default list in
src/common/config.h.
Oh yeah, and this fixes linux builds not having graphics or audio backends.
--HG--
branch : minor
Added love.graphics.drawLayer(texture, layerindex, …). ‘texture’ must be an array texture.
Added SpriteBatch:add/setLayer.
Added Quad:get/setLayer. This applies to array textures that are drawn without specifying an explicit layer index in the draw call.
Added love.graphics.newQuad variants which have layer arguments.
--HG--
branch : minor
- Add love.graphics.newArrayImage, newCubeImage, and newVolumeImage.
- Add love.graphics.newCanvas(w, h, layers) and newCanvas(w, h, layers, settings). Add ‘type’ field to the settings table of newCanvas.
- Add new love.graphics.setCanvas variants: setCanvas(canvas, slice), and setCanvas(canvastable) where canvastable is in the format: {{canvas1, layer=2}, {canvas2, face=5}}
- Add Texture:getTextureType, getDepth, getLayerCount, getMipmapCount, and getFormat.
- Remove Image:getData and Image:refresh.
- Add Image:replacePixels(imagedata [, slice] [, mipmap]).
- Update Canvas:newImageData to accept a slice argument.
- Add love.image.newCubeFaces(imagedata).
--HG--
branch : minor
Move most logic back to Source. Pool now simply contains a list of playing
sources and a mutex. Also gets rid of the pause/pauseAtomic duplication in
Source, since it can now request a lock from Pool itself.
--HG--
branch : minor
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
The above are batched together into a single draw call when called without other drawing calls in between, as long as the following criteria are met:
- The texture is the same.
- The primitive type is the same (points cannot be batched with non-points).
- The love.graphics state is the same (aside from the current color - i.e. setColor - and the transform state).
- The active shader’s uniform values are the same.
You can examine the ‘drawcalls’ field of love.graphics.getStats() to help determine if your code is allowing for optimum batching.
--HG--
branch : minor