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.
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branch : minor
This doesn’t actually improve performance at all in most cases, but it does remove some OpenGL-specific code from the Font files, and reduces the amount of duplicated rendering code. This makes it slightly easier to add support for Core Profile OpenGL 3.
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branch : minor
Some nvidia GPUs in OS X fail to render geometry that uses an OpenGL index buffer and client-side vertex arrays. This affected ParticleSystems and love.graphics.print. The code for those has been changed to use a client-side index array instead of an OpenGL index buffer.
The aforementioned functions now optionally accept an array instead of a plain string. The array is in the format of: {{r, g, b [, a]}, "first colored text, ", {r, g, b [, a]}, "second colored text", ...}, where the color values specify the color to use in the next section of the text.
Note that general font metrics are largely still based on the original (non-fallback) font, whereas glyph sizes are based on the fallback fonts when those are used to get the glyph.
Text objects are Drawable objects that represent text on the screen. They decouple text drawing from text parsing and vertex uploading, in a similar manner to SpriteBatches. They also optionally allow efficient batching of text from the same Font in different relative coordinate transformations, without having many draw calls.
Text objects currently have the following methods:
Text:set(textstring) -- replaces any existing text in the object with the new string.
Text:setf(textstring, wraplimit, alignmode) -- replaces any existing text with formatted text using the new string.
Text:getFont() -- gets the Font object used for this Text object.
Text:getWidth() -- gets the width in pixels of the most recently added text in the Text object.
Text:getHeight() -- gets the height in pixels of the most recently added text in the Text object.
Text:add(textstring, x, y, angle, sx, sy, ox, oy, kx, ky) -- adds a new string to the text object using the specified relative coordinate transformation, without replacing existing text. This behaves much like SpriteBatch:add.
Text:addf(textstring, wraplimit, alignmode, x, y, angle, sx, sy, ox, oy, kx, ky) -- adds a new formatted string to the text object using the specified relative coordinate transformation.
Text:clear() -- clears all text from the object.
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branch : minor
drawcalls: The number of internal draw calls made so far in the current frame.
canvasswitches: The number of times the active Canvas has been changed so far in the current frame.
texturememory: The approximate amount of video memory (in bytes) used by OpenGL textures created by Images, Canvases, and Fonts.
images: The number of active Image objects.
canvases: The number of active Canvas objects.
fonts: The number of active Font objects.
Canvases and Images are now subclasses of the new Texture class.
Added setTexture and getTexture methods for Meshes, ParticleSystems, and SpriteBatches (the old set/getImage methods are deprecated but not removed.)
Canvas texture coordinates are no longer flipped.