R"luastring"--( -- DO NOT REMOVE THE ABOVE LINE. It is used to load this file as a C++ string. -- There is a matching delimiter at the bottom of the file. --[[ Copyright (c) 2006-2021 LOVE Development Team This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. --]] local table_concat = table.concat local ipairs = ipairs function love.graphics.newVideo(file, settings) settings = settings == nil and {} or settings if type(settings) ~= "table" then error("bad argument #2 to newVideo (expected table)", 2) end local video = love.graphics._newVideo(file, settings.dpiscale) local source, success if settings.audio ~= false and love.audio then success, source = pcall(love.audio.newSource, video:getStream():getFilename(), "stream") end if success then video:setSource(source) elseif settings.audio == true then if love.audio then error("Video had no audio track", 2) else error("love.audio was not loaded", 2) end else video:getStream():setSync() end return video end function love.graphics._transformGLSLErrorMessages(message) local shadertype = message:match("Cannot compile (%a+) shader code") local compiling = shadertype ~= nil if not shadertype then shadertype = message:match("Error validating (%a+) shader") end if not shadertype then return message end local lines = {} local prefix = compiling and "Cannot compile " or "Error validating " lines[#lines+1] = prefix..shadertype.." shader code:" for l in message:gmatch("[^\n]+") do -- nvidia: 0() : error/warning [NUMBER]: local linenumber, what, message = l:match("^0%((%d+)%)%s*:%s*(%w+)[^:]+:%s*(.+)$") if not linenumber then -- AMD: ERROR 0:: error/warning(#[NUMBER]) [ERRORNAME]: linenumber, what, message = l:match("^%w+: 0:(%d+):%s*(%w+)%([^%)]+%)%s*(.+)$") end if not linenumber then -- macOS (?): ERROR: 0:: what, linenumber, message = l:match("^(%w+): %d+:(%d+): (.+)$") end if not linenumber and l:match("^ERROR:") then what = l end if linenumber and what and message then lines[#lines+1] = ("Line %d: %s: %s"):format(linenumber, what, message) elseif what then lines[#lines+1] = what end end -- did not match any known error messages if #lines == 1 then return message end return table_concat(lines, "\n") end -- DO NOT REMOVE THE NEXT LINE. It is used to load this file as a C++ string. --)luastring"--"