mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 00:10:56 +02:00
fix: FAITHFUL RATIO works on Android and iOS
apply() returned false on its first line for mobile, so the option did nothing there. A phone has no window to resize, so the lock caps the render scale instead: the largest whole multiple of 160x144 the display holds, centred, black around it. Two parts beyond that. The scale is read off the display rather than from the desktop's 1X-4X ladder, which named a different fraction of every device and left the useful levels off the list; mobile shows ON or OFF. And the world pass, which expands to cover the whole display so letterbox becomes more map, is now sized against the locked viewport, so the lock reaches the overworld instead of showing more of it. Pixel perfect throughout, whole multiples only. Desktop and OFF are unchanged. Renames the row to FAITHFUL RATIO on both platforms; the saved key stays faithfulRes so existing settings carry over.
This commit is contained in:
@@ -8,8 +8,21 @@
|
||||
-- letterbox entirely, so the surface is the Game Boy screen and nothing else.
|
||||
--
|
||||
-- Persisted as save.options.faithfulRes (0 = OFF). Applied from OptionsMenu
|
||||
-- and on boot via Game:applyOptions. No-ops on mobile and in headless stubs
|
||||
-- that lack love.window.
|
||||
-- and on boot via Game:applyOptions. No-ops in headless stubs that lack
|
||||
-- love.window.
|
||||
--
|
||||
-- MOBILE takes the other route to the same place. There is no window to
|
||||
-- resize -- the window IS the screen, and it rotates -- so the lock caps the
|
||||
-- RENDER scale instead: the renderer draws the Game Boy screen at exactly N
|
||||
-- physical pixels per GB pixel and centres it, and the rest of the display
|
||||
-- stays black. Same promise as the desktop lock (a GB pixel is exactly N
|
||||
-- screen pixels, no more) reached by moving the picture rather than the
|
||||
-- window. This used to return false on the first line, so the row sat in
|
||||
-- OPTIONS on Android and iOS doing nothing at all.
|
||||
--
|
||||
-- Scale, not size, is also what makes rotation free: Renderer:fitScale runs
|
||||
-- every frame off the live drawable size, so portrait and landscape both get
|
||||
-- the same locked scale with the bars falling wherever the screen is longer.
|
||||
|
||||
local FaithfulRes = {}
|
||||
|
||||
@@ -17,6 +30,10 @@ FaithfulRes.WIDTH, FaithfulRes.HEIGHT = 160, 144
|
||||
FaithfulRes.LEVELS = { 0, 1, 2, 3, 4 }
|
||||
FaithfulRes.DEFAULT = 0
|
||||
|
||||
-- mobile only: the locked scale in physical pixels per GB pixel, 0 for OFF.
|
||||
-- Renderer:fitScale reads it through FaithfulRes.scaleCap.
|
||||
FaithfulRes.mobileScale = 0
|
||||
|
||||
-- conf.lua's floor for the resizable desktop window, restored when the lock
|
||||
-- is released. 1X and 2X are BELOW it, so the lock has to lower the minimum
|
||||
-- as well as set the size or LOVE clamps the window back up.
|
||||
@@ -25,21 +42,52 @@ FaithfulRes.MIN_W, FaithfulRes.MIN_H = 480, 360
|
||||
-- whether this module currently owns the window size
|
||||
FaithfulRes.locked = false
|
||||
|
||||
-- The highest level this display can actually show.
|
||||
--
|
||||
-- On desktop it is 4: the levels are window sizes, and 4X is the ceiling the
|
||||
-- feature shipped with. On mobile there is no window to size, so a fixed
|
||||
-- 1..4 ladder is meaningless -- 4X is a quarter of a 1080p phone, and the
|
||||
-- levels the panel could really use are not on the list at all. Derive it
|
||||
-- from the screen instead, so a 1080x2400 phone offers up to 6X and the top
|
||||
-- of the ladder is the biggest exact-pixel picture it can draw.
|
||||
--
|
||||
-- OFF (0) is untouched by any of this and keeps doing exactly what it always
|
||||
-- did: the renderer fits and letterboxes as usual.
|
||||
function FaithfulRes.maxLevel()
|
||||
-- Mobile is ON or OFF. A ladder of absolute multiples is a desktop idea --
|
||||
-- there it names a window size you can see. On a phone the same number
|
||||
-- means a different fraction of every device, and every level below the top
|
||||
-- is just a smaller picture for no reason. ON means one thing instead:
|
||||
-- lock the viewport to the Game Boy's 10:9 and size it to this screen.
|
||||
if FaithfulRes.isMobile() then return 1 end
|
||||
return 4
|
||||
end
|
||||
|
||||
-- the selectable ladder for this display: OFF, then 1X..maxLevel
|
||||
function FaithfulRes.levels()
|
||||
local out = { 0 }
|
||||
for i = 1, FaithfulRes.maxLevel() do out[#out + 1] = i end
|
||||
return out
|
||||
end
|
||||
|
||||
function FaithfulRes.normalize(v)
|
||||
v = math.floor(tonumber(v) or FaithfulRes.DEFAULT)
|
||||
if v < 0 then return 0 end
|
||||
if v > 4 then return 4 end
|
||||
local max = FaithfulRes.maxLevel()
|
||||
if v > max then return max end
|
||||
return v
|
||||
end
|
||||
|
||||
function FaithfulRes.label(v)
|
||||
v = FaithfulRes.normalize(v)
|
||||
if v == 0 then return "OFF" end
|
||||
-- mobile has one ON: the level is chosen from the display, not the player
|
||||
if FaithfulRes.isMobile() then return "ON" end
|
||||
return tostring(v) .. "X"
|
||||
end
|
||||
|
||||
function FaithfulRes.cycle(v, dir)
|
||||
local levels = FaithfulRes.LEVELS
|
||||
local levels = FaithfulRes.levels()
|
||||
local cur = 1
|
||||
for i, level in ipairs(levels) do
|
||||
if level == FaithfulRes.normalize(v) then cur = i break end
|
||||
@@ -48,6 +96,12 @@ function FaithfulRes.cycle(v, dir)
|
||||
end
|
||||
|
||||
function FaithfulRes.isMobile()
|
||||
-- POKEPORT_FORCE_MOBILE=1: take the mobile branch on a desktop build, so the
|
||||
-- scale lock can be seen and driven without a device. The window is still
|
||||
-- resizable, which is the point -- drag it to a phone aspect, rotate it by
|
||||
-- dragging the other way, and the lock has to hold through both. Only this
|
||||
-- module reads isMobile, so the override cannot leak into anything else.
|
||||
if os.getenv("POKEPORT_FORCE_MOBILE") == "1" then return true end
|
||||
if not love or not love.system or not love.system.getOS then return false end
|
||||
local osName = love.system.getOS()
|
||||
return osName == "Android" or osName == "iOS"
|
||||
@@ -86,13 +140,50 @@ end
|
||||
|
||||
-- Push the lock into the live window. Returns true when the window is
|
||||
-- locked afterwards.
|
||||
-- The largest WHOLE multiple of the Game Boy screen this display can hold.
|
||||
-- Integer, never fractional: a GB pixel has to be the same number of screen
|
||||
-- pixels in both axes or it is not pixel perfect, it is resampled.
|
||||
--
|
||||
-- The leftover is black bars, and on a tall phone there is a lot of it
|
||||
-- vertically -- that is simply what a 10:9 screen looks like on a 9:20
|
||||
-- display, and it is what an emulator shows too.
|
||||
function FaithfulRes.deviceScale()
|
||||
local g = love and love.graphics
|
||||
if not (g and g.getPixelDimensions) then return 1 end
|
||||
local pw, ph = g.getPixelDimensions()
|
||||
if not pw or not ph or pw <= 0 or ph <= 0 then return 1 end
|
||||
return math.max(1, math.floor(math.min(pw / FaithfulRes.WIDTH,
|
||||
ph / FaithfulRes.HEIGHT)))
|
||||
end
|
||||
|
||||
-- The scale the renderer must lock to, or nil for "fit the window as usual".
|
||||
-- Only ever set on mobile: on desktop the window itself is the lock, so
|
||||
-- fitScale already lands on N and this would be a second, redundant one.
|
||||
--
|
||||
-- Always the device maximum. Anything less is a smaller picture for no gain,
|
||||
-- which is how the first cut ended up showing a postage stamp on a 1080p
|
||||
-- phone.
|
||||
function FaithfulRes.scaleCap()
|
||||
if not FaithfulRes.locked then return nil end
|
||||
if not FaithfulRes.isMobile() then return nil end
|
||||
return FaithfulRes.deviceScale()
|
||||
end
|
||||
|
||||
function FaithfulRes.apply(v)
|
||||
if FaithfulRes.isMobile() then return false end
|
||||
v = FaithfulRes.normalize(v)
|
||||
-- Mobile: lock the render scale instead of the window. The scale itself
|
||||
-- comes from the display (deviceScale), not from v -- v only says whether
|
||||
-- the lock is on. Nothing to restore on release: the renderer simply goes
|
||||
-- back to filling the display.
|
||||
if FaithfulRes.isMobile() then
|
||||
FaithfulRes.locked = v > 0
|
||||
FaithfulRes.mobileScale = FaithfulRes.locked and FaithfulRes.deviceScale() or 0
|
||||
return FaithfulRes.locked
|
||||
end
|
||||
if not love or not love.window or not love.window.setMode
|
||||
or not love.window.getMode then
|
||||
return false
|
||||
end
|
||||
v = FaithfulRes.normalize(v)
|
||||
local curW, curH, flags = love.window.getMode()
|
||||
flags = flags or {}
|
||||
|
||||
|
||||
+27
-1
@@ -12,6 +12,8 @@ local PaletteFX = require("src.render.PaletteFX")
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
local PixelCanvas = require("src.render.PixelCanvas")
|
||||
local Runtime = require("src.mods.Runtime")
|
||||
-- leaf module (no renderer dependency), so requiring it here cannot cycle
|
||||
local FaithfulRes = require("src.core.FaithfulRes")
|
||||
|
||||
local Renderer = {}
|
||||
|
||||
@@ -124,7 +126,16 @@ end
|
||||
function Renderer:fitScale()
|
||||
local _, _, pw, ph = displayMetrics()
|
||||
local w, h = self:uiSize()
|
||||
return math.max(1, math.floor(math.min(pw / w, ph / h)))
|
||||
local s = math.max(1, math.floor(math.min(pw / w, ph / h)))
|
||||
-- FAITHFUL RATIO on mobile locks the scale here rather than by resizing the
|
||||
-- window, which a phone does not have (see src/core/FaithfulRes.lua). The
|
||||
-- cap is the largest WHOLE multiple the display holds, so the picture is as
|
||||
-- big as exact pixels allow and the remainder is bars. Computed per frame
|
||||
-- off the live drawable size, so a rotate re-derives it with nothing to
|
||||
-- re-apply.
|
||||
local cap = FaithfulRes.scaleCap()
|
||||
if cap and cap < s then s = cap end
|
||||
return s
|
||||
end
|
||||
|
||||
-- Integer framebuffer pixels per GB pixel for the UI pass.
|
||||
@@ -224,6 +235,21 @@ end
|
||||
-- tilt is inactive).
|
||||
function Renderer:worldViewSize()
|
||||
local _, _, pw, ph = displayMetrics()
|
||||
-- FAITHFUL RATIO on mobile. The world pass deliberately expands to cover the
|
||||
-- WHOLE display, so letterbox voids become more map instead of black bars.
|
||||
-- That is why the lock appeared to do nothing in the overworld: it shrank
|
||||
-- the UI blit while the map kept filling the screen -- and showed MORE of
|
||||
-- the map, because a smaller scale fits more world pixels in.
|
||||
--
|
||||
-- Size the view against the LOCKED VIEWPORT rather than the display. A
|
||||
-- desktop lock gets this for free by making the window exactly 160N x 144N;
|
||||
-- this is the same sum with the viewport standing in for the window, so
|
||||
-- both platforms show the same map area at the same zoom.
|
||||
local cap = FaithfulRes.scaleCap()
|
||||
if cap then
|
||||
local uiw, uih = self:uiSize()
|
||||
pw, ph = uiw * cap, uih * cap
|
||||
end
|
||||
local sp = Zoom.scale(self:fitScale())
|
||||
local vw, vh = math.ceil(pw / sp), math.ceil(ph / sp)
|
||||
-- Even sizes keep Camera:follow on integer pixels (viewW/2 is integral),
|
||||
|
||||
@@ -354,7 +354,7 @@ local function buildRows(game)
|
||||
-- Game Boy screen with no letterbox at all. Sits next to VIDEO MODE
|
||||
-- because it overrides it: holding an exact size means dropping
|
||||
-- fullscreen.
|
||||
{ id = "faithfulRes", label = Strings("FAITHFUL RES"),
|
||||
{ id = "faithfulRes", label = Strings("FAITHFUL RATIO"),
|
||||
value = function(g)
|
||||
return FaithfulRes.label(g.save.options.faithfulRes)
|
||||
end,
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
-- FAITHFUL RES: lock the window to an exact 160x144 multiple so the surface
|
||||
-- FAITHFUL RATIO: lock the window to an exact 160x144 multiple so the surface
|
||||
-- is the Game Boy screen with no letterbox at all.
|
||||
--
|
||||
-- The interesting parts are the two things a naive setMode gets wrong: the
|
||||
@@ -121,11 +121,22 @@ T.eq(calls[1].flags.minwidth, FaithfulRes.MIN_W, "with conf.lua's floor restored
|
||||
T.eq(calls[1].flags.minheight, FaithfulRes.MIN_H, "on both axes")
|
||||
T.eq(FaithfulRes.locked, false, "and the module no longer claims the window")
|
||||
|
||||
-- mobile has no resizable window to lock
|
||||
-- Mobile has no resizable window to lock, so it locks the RENDER scale
|
||||
-- instead and never calls setMode. It used to report unlocked and do
|
||||
-- nothing at all, which is why the OPTIONS row was inert on Android and iOS;
|
||||
-- tests/engine/faithful_res_mobile.lua covers the scale side.
|
||||
calls = stubWindow(1)
|
||||
love.system = { getOS = function() return "Android" end }
|
||||
T.eq(FaithfulRes.apply(4), false, "mobile reports unlocked")
|
||||
T.eq(#calls, 0, "and never touches the window")
|
||||
T.eq(FaithfulRes.apply(4), true, "mobile locks, by capping the render scale")
|
||||
-- the level asked for is irrelevant on mobile: ON is ON, and the scale is
|
||||
-- read off the display so the picture is as big as exact pixels allow
|
||||
T.eq(FaithfulRes.scaleCap(), FaithfulRes.deviceScale(),
|
||||
"and the scale comes from the display, not from the level")
|
||||
T.eq(#calls, 0, "still without ever touching the window")
|
||||
T.eq(FaithfulRes.apply(0), false, "OFF releases it")
|
||||
T.eq(FaithfulRes.scaleCap(), nil, "and the cap goes away with it")
|
||||
T.eq(#calls, 0, "the window is left alone either way")
|
||||
FaithfulRes.mobileScale = 0
|
||||
|
||||
love.window, love.system = savedWindow, savedSystem
|
||||
if love.graphics then
|
||||
|
||||
@@ -0,0 +1,134 @@
|
||||
-- FAITHFUL RATIO on Android / iOS.
|
||||
--
|
||||
-- On mobile the setting is ON or OFF, and ON means one thing: lock the
|
||||
-- viewport to the Game Boy's 10:9 at the largest WHOLE multiple this screen
|
||||
-- can hold, centred, black around it -- the way an emulator opens a Game Boy
|
||||
-- game on a phone.
|
||||
--
|
||||
-- Three things had to be true and none of them were:
|
||||
--
|
||||
-- * it had to apply at all. FaithfulRes.apply returned false on its first
|
||||
-- line for mobile, so the OPTIONS row did nothing on Android and iOS.
|
||||
-- A phone has no window to resize, so the lock caps the RENDER scale.
|
||||
--
|
||||
-- * it had to be sized for the device. The first cut kept the desktop's
|
||||
-- absolute 1X-4X ladder, which names a window size you can see on a
|
||||
-- desktop and means a different fraction of every phone: 4X was a quarter
|
||||
-- of a 1080p display and 5X/6X were not on the list at all. The scale is
|
||||
-- read off the display now, not chosen by the player.
|
||||
--
|
||||
-- * it had to work in the OVERWORLD. The world pass deliberately expands
|
||||
-- to cover the whole display so letterbox voids become more map. So the
|
||||
-- lock shrank the UI blit while the map kept filling the screen -- and
|
||||
-- showed MORE map, since a smaller scale fits more world pixels in.
|
||||
--
|
||||
-- Pixel perfect throughout: whole multiples only. The leftover is bars, and
|
||||
-- on a 9:20 phone there is a lot of it vertically. That is what a 10:9
|
||||
-- screen looks like on a tall display; stretching to reach the edges would
|
||||
-- resample every pixel, which is the one thing this setting exists to refuse.
|
||||
-- luajit tests/engine/faithful_res_mobile.lua
|
||||
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
local T = require("tests.modkit")
|
||||
local FaithfulRes = require("src.core.FaithfulRes")
|
||||
local Renderer = require("src.render.Renderer")
|
||||
local Zoom = require("src.render.Zoom")
|
||||
|
||||
local g = love.graphics
|
||||
local realDims, realPixelDims = g.getDimensions, g.getPixelDimensions
|
||||
local realOS = love.system and love.system.getOS
|
||||
local savedOffset = Zoom.offset
|
||||
love.system = love.system or {}
|
||||
|
||||
local function pose(w, h, osName)
|
||||
love.system.getOS = function() return osName or "Android" end
|
||||
g.getDimensions = function() return w, h end
|
||||
g.getPixelDimensions = function() return w, h end
|
||||
end
|
||||
|
||||
Renderer.uiWidth, Renderer.uiHeight = Renderer.WIDTH, Renderer.HEIGHT
|
||||
Zoom.offset = 0
|
||||
|
||||
-- ------------------------------------------------------- it applies at all
|
||||
|
||||
pose(1080, 2400) -- a Pixel 7, portrait
|
||||
T.eq(FaithfulRes.isMobile(), true, "the fixture reads as a phone")
|
||||
T.eq(FaithfulRes.apply(1), true, "FAITHFUL RATIO applies on mobile at all now")
|
||||
T.eq(FaithfulRes.locked, true, "and reports itself locked")
|
||||
|
||||
-- ------------------------------------------------- one ON, sized by the device
|
||||
|
||||
T.eq(FaithfulRes.maxLevel(), 1, "mobile offers ON, not a ladder of multiples")
|
||||
T.eq(#FaithfulRes.levels(), 2, "so the row is exactly OFF and ON")
|
||||
T.eq(FaithfulRes.label(1), "ON", "and ON is spelled ON, not 1X")
|
||||
T.eq(FaithfulRes.label(0), "OFF", "with OFF unchanged")
|
||||
|
||||
-- 1080/160 = 6.75 and 2400/144 = 16.6, so the largest WHOLE multiple is 6
|
||||
T.eq(FaithfulRes.deviceScale(), 6, "the scale comes off the display: 6x here")
|
||||
T.eq(FaithfulRes.scaleCap(), 6, "and that is what the renderer is told to lock")
|
||||
T.eq(Renderer:fitScale(), 6, "so a GB pixel is exactly 6 screen pixels")
|
||||
|
||||
-- the player never picks a smaller one, which is how the first cut managed to
|
||||
-- draw a postage stamp on a 1080p phone
|
||||
T.eq(FaithfulRes.normalize(3), 1, "any ON value is just ON")
|
||||
FaithfulRes.apply(1)
|
||||
T.eq(Renderer:fitScale(), 6, "and always lands on the device maximum")
|
||||
|
||||
-- --------------------------------------------------------- the overworld
|
||||
|
||||
FaithfulRes.apply(0)
|
||||
local unlockedW = Renderer:worldViewSize()
|
||||
T.check(unlockedW > 160, "unlocked, the overworld view covers the whole display")
|
||||
|
||||
FaithfulRes.apply(1)
|
||||
local lockedW, lockedH = Renderer:worldViewSize()
|
||||
T.eq(lockedW, 160, "locked, the overworld shows exactly a GB screen wide")
|
||||
T.eq(lockedH, 144, "and exactly a GB screen tall")
|
||||
T.check(lockedW < unlockedW,
|
||||
"so the lock SHRINKS the map area instead of growing it")
|
||||
|
||||
-- ------------------------------------------------------ pixel perfect
|
||||
|
||||
-- 6 x 160 = 960 of 1080 wide. Reaching the edges would need 6.75, which
|
||||
-- resamples every pixel; the bars are the honest answer.
|
||||
local cap = FaithfulRes.scaleCap()
|
||||
T.eq(cap, math.floor(cap), "the locked scale is a whole number, never fractional")
|
||||
T.eq(160 * cap, 960, "which puts the GB screen at 960 of 1080 pixels wide")
|
||||
|
||||
-- ------------------------------------------------------- rotation is free
|
||||
|
||||
-- fitScale reads the live drawable size every frame, so a rotate re-derives
|
||||
-- the scale with nothing to re-apply
|
||||
pose(1080, 2400); FaithfulRes.apply(1)
|
||||
T.eq(Renderer:fitScale(), 6, "portrait locks at 6x")
|
||||
pose(2400, 1080); FaithfulRes.apply(1)
|
||||
T.eq(Renderer:fitScale(), 7, "landscape re-derives to 7x (1080/144), still whole")
|
||||
T.eq(Renderer:worldViewSize(), 160, "and the overworld stays locked through it")
|
||||
|
||||
-- ---------------------------------------------------------- OFF is OFF
|
||||
|
||||
-- Nothing about OFF changed: it is the behaviour the game already had.
|
||||
pose(1080, 2400)
|
||||
FaithfulRes.apply(0)
|
||||
T.eq(FaithfulRes.locked, false, "OFF releases the lock")
|
||||
T.eq(FaithfulRes.scaleCap(), nil, "with no cap on the renderer")
|
||||
T.eq(Renderer:fitScale(), 6, "the UI fits exactly as it did before")
|
||||
T.check(Renderer:worldViewSize() > 160, "and the overworld fills the screen again")
|
||||
|
||||
-- ------------------------------------------------- desktop is untouched
|
||||
|
||||
pose(1280, 800, "Windows")
|
||||
T.eq(FaithfulRes.isMobile(), false, "the fixture reads as desktop")
|
||||
T.eq(FaithfulRes.maxLevel(), 4, "desktop keeps its 1X-4X ladder")
|
||||
T.eq(FaithfulRes.label(2), "2X", "and its labels")
|
||||
T.eq(FaithfulRes.scaleCap(), nil, "no cap: the window itself is the lock there")
|
||||
T.eq(Renderer:fitScale(), 5, "so fitScale is untouched (800/144 = 5)")
|
||||
|
||||
g.getDimensions, g.getPixelDimensions = realDims, realPixelDims
|
||||
if realOS then love.system.getOS = realOS end
|
||||
Zoom.offset = savedOffset
|
||||
FaithfulRes.locked = false
|
||||
FaithfulRes.mobileScale = 0
|
||||
|
||||
T.finish("faithful ratio mobile")
|
||||
Reference in New Issue
Block a user