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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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Merge pull request #48 from castdrian/ios
fix(ios): pin voxel render target scale & fix shadows
This commit is contained in:
+22
-2
@@ -326,6 +326,10 @@ end
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-- not nest.
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local session = nil
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local function isIOS()
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return love.system and love.system.getOS and love.system.getOS() == "iOS"
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end
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local function game()
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return require("src.core.Game")
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end
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@@ -540,11 +544,15 @@ function OverworldBattle.update(dt)
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-- reason the scene is: it binds a canvas of its own. After the frost, so
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-- the glass is frosted from the world alone and never from the glyphs
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-- about to sit on it.
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local okHud, up = pcall(OverworldBattle.snapHUDs, session.battle, shot)
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local ios = isIOS()
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local okHud, up = false, false
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if not ios then
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okHud, up = pcall(OverworldBattle.snapHUDs, session.battle, shot)
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end
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session.snapped = (okHud and up) and true or false
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-- once per battle, not once per frame: a driver that cannot do this cannot
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-- do it sixty times a second either, and the fallback is silent and fine
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if not okHud and not session.hudWarned then
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if not ios and not okHud and not session.hudWarned then
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session.hudWarned = true
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V.mod.log:warn("overworld battle HUD snap failed: %s -- the HUDs draw "
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.. "in the battle frame this battle", tostring(up))
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@@ -1090,6 +1098,7 @@ function OverworldBattle.install()
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local innerText = BattleState.drawTextArea
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function BattleState:drawTextArea()
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if not self.dramaticShapeShot then return innerText(self) end
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if isIOS() then return innerText(self) end
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local battle = self
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if not self.dramaticShapeDark then return withoutBoxFill(battle, innerText) end
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BattleHud.flipGlyphs(BattleScene.GB_W, BattleScene.GB_H, function()
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@@ -1315,6 +1324,17 @@ function OverworldBattle.drawHudPanels(battle)
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local shot = battle.dramaticShapeShot
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battle.dramaticShapeDark = nil
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if not shot then return end
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if isIOS() then
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local slide = (battle.introSlide or 0) * 4
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local enemy, player = OverworldBattle.hudLive(battle, slide)
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local rect = OverworldBattle.HUD_RECT
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love.graphics.setColor(1, 1, 1, 0.84)
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if enemy then love.graphics.rectangle("fill", rect.enemy[1], rect.enemy[2], rect.enemy[3], rect.enemy[4]) end
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if player then love.graphics.rectangle("fill", rect.player[1], rect.player[2], rect.player[3], rect.player[4]) end
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love.graphics.setColor(1, 1, 1, 1)
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battle.dramaticShapeDark = nil
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return
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end
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if snapped() then
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battle.dramaticShapeDark = session and session.dark or nil
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return
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