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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-18 19:54:21 +02:00
mods: add OS-independent game viewport composition
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+7
-1
@@ -6,6 +6,7 @@ local FixedStep = require("src.core.FixedStep")
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local Input = require("src.core.Input")
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local Logger = require("src.core.Logger")
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local Renderer = require("src.render.Renderer")
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local GameViewport = require("src.render.GameViewport")
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local SaveData = require("src.core.SaveData")
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local StateStack = require("src.core.StateStack")
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local TouchControls = require("src.core.TouchControls")
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@@ -452,6 +453,7 @@ local function centerClassicZones(zones, offset)
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end
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function Game:draw()
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GameViewport.begin(1)
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-- the UI canvas clears transparent when the overworld's world pass
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-- shows through beneath it; opaque full-screen states get the classic
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-- white clear
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@@ -563,7 +565,9 @@ function Game:draw()
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if ModRuntime.wantsHook("render.hud") then
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ModRuntime.call("render.hud", function() end, self, viewport)
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end
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-- on-screen mobile controls: pure screen-space, over the finished frame
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GameViewport.finish(self)
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-- OS-window chrome: keep the pad full-size and above any composed companion
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-- view instead of capturing and shrinking it with the game viewport.
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TouchControls:draw()
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end
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@@ -939,8 +943,10 @@ local function pointerUnclaimed() return false end
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-- coordinates are LOVE window units, the same space render.hud's viewport
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-- and the touch overlay lay out in
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function Game:pointerEvent(phase, source, id, x, y, dx, dy, pressure, button)
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local gameX, gameY, insideGame = GameViewport.toLocal(x, y)
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return ModRuntime.call("input.pointer", pointerUnclaimed, self, {
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phase = phase, source = source, id = id, x = x, y = y,
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gameX = gameX, gameY = gameY, insideGame = insideGame,
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dx = dx or 0, dy = dy or 0, pressure = pressure, button = button,
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})
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end
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+24
-18
@@ -35,6 +35,7 @@ local World = require("src.world.gen2.World")
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-- The mod event/hook buses. Gold reaches them through Runtime like every
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-- other engine file, so a call site here is the same call site Gen 1 has.
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local ModRuntime = require("src.mods.Runtime")
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local GameViewport = require("src.render.GameViewport")
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-- Only for the mod-supplied save migrations and the mods-changed report, which
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-- are keyed off save.meta and know nothing about a generation; Gold's own save
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-- IO is src/core/gen2/Save.lua.
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@@ -73,8 +74,8 @@ end
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--
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-- Gold composites its own frame (Game2:draw / drawScene) and pumps its own pad
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-- (the FixedStep callback in Game2:load), so none of it goes through
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-- src/render/Renderer.lua or src/core/Game.lua. That explains why the eight
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-- hooks below never used to fire here; it is not a reason they should not. A
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-- src/render/Renderer.lua or src/core/Game.lua. That explains why the hooks
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-- below never used to fire here; it is not a reason they should not. A
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-- hook is a contract about a MOMENT in the frame, and Gold has every one of
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-- these moments -- so each is raised under the Gen 1 NAME with the Gen 1
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-- PAYLOAD, at the Gen 1 point in the order:
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@@ -86,6 +87,8 @@ end
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-- render.output* the normal composed frame (Renderer.lua:1063)
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-- render.letterbox the void around the 160x144 blit (Renderer.lua:840)
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-- render.hud screen-space UI over the frame (src/core/Game.lua:521)
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-- render.viewport the game's OS-window rectangle (GameViewport.lua:52)
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-- render.window final OS-window composition (GameViewport.lua:145)
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--
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-- Where Gold genuinely cannot tell two Gen 1 things apart -- it composites the
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-- world pass and the UI into ONE canvas, not two -- the call site says so and
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@@ -1197,9 +1200,7 @@ function Game2:frameFit(w, h)
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dpi = tonumber(love.window.getDPIScale()) or 1
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end
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local pw, ph = w * dpi, h * dpi
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if love.graphics.getPixelDimensions then
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pw, ph = love.graphics.getPixelDimensions()
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end
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pw, ph = GameViewport.pixelDimensions()
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return scale, ox, oy, dpi, pw, ph
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end
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@@ -1217,18 +1218,15 @@ function Game2:viewport(w, h)
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}
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end
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-- The screen-space layer, in the Gen 1 order: render.hud and then the
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-- on-screen pad (src/core/Game.lua:521 and :524, either side of
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-- Renderer:endFrame). Both are window-space, both sit over the finished
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-- frame -- post passes, letterbox and all -- and neither ever enters the game
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-- canvas. Every exit path of Game2:draw ends here, which is what makes that
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-- true of the composed frame a mod owns as well as of the plain one.
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-- The render.hud layer, in Gen 1's order over the finished game frame. The
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-- on-screen pad is drawn separately after GameViewport.finish, because it is
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-- OS-window chrome and must not be captured or scaled with this canvas.
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--
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-- render.hud: persistent tool status. The call is fenced with
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-- push("all")/pop for the reason src/render/Pipelines.lua:guardRender fences a
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-- mod render callback: a subscriber that returns cleanly but leaves a shader
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-- bound, the canvas redirected or the colour changed must not corrupt the next
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-- frame -- or, now, the pad drawn immediately after it.
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-- frame.
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function Game2:drawHud(w, h)
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if ModRuntime.wantsHook("render.hud") then
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local G = love.graphics
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@@ -1236,10 +1234,6 @@ function Game2:drawHud(w, h)
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ModRuntime.call("render.hud", noop, self, self:viewport(w, h))
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G.pop()
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end
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-- The pad LAST, so a HUD mod cannot draw over the controls the player is
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-- pressing. It draws nothing at all off Android/iOS unless POKEPORT_TOUCH=1
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-- forces it, and nothing ever while a controller is in use.
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TouchControls:draw()
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end
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-- render.letterbox: SGB borders and custom void art in the bars around the
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@@ -1363,9 +1357,9 @@ end
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-- is being shown on. Mod post-processes fold in between the two, where
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-- Renderer.lua:1058 folds them -- a blur or a colour grade is what the LCD grid
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-- is then drawn over, rather than something that smears the grid itself.
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function Game2:draw()
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function Game2:drawViewportFrame()
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local G = love.graphics
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local w, h = G.getDimensions()
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local w, h = GameViewport.dimensions()
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local GBCFX = require("src.render.GBCFX")
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local GbcPalette = require("src.render.GbcPalette")
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local Pipelines = require("src.render.Pipelines")
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@@ -1477,6 +1471,16 @@ function Game2:draw()
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self:drawHud(w, h)
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end
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function Game2:draw()
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GameViewport.begin(2)
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GameViewport.setTarget()
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self:drawViewportFrame()
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GameViewport.finish(self)
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-- OS-window chrome: draw after companion composition so viewport layouts
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-- neither shrink nor cover the touch pad.
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TouchControls:draw()
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end
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-- The paper a pushed TextBox has to sit on. A textbox is built entirely from
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-- font-page tiles ($79-$7e frame, ' ' $7f interior), so it takes BG palette 0
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-- colour 0 from the screen UNDER it (pokegold engine/pokegear/pokegear.asm
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@@ -1803,8 +1807,10 @@ end
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-- coordinates are LOVE window units, the same space render.hud's viewport is in
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function Game2:pointerEvent(phase, source, id, x, y, dx, dy, pressure, button)
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local gameX, gameY, insideGame = GameViewport.toLocal(x, y)
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return ModRuntime.call("input.pointer", pointerUnclaimed, self, {
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phase = phase, source = source, id = id, x = x, y = y,
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gameX = gameX, gameY = gameY, insideGame = insideGame,
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dx = dx or 0, dy = dy or 0, pressure = pressure, button = button,
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})
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end
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@@ -7,12 +7,14 @@
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-- (touch overlay, launcher) should prefer this over getDimensions; the game
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-- canvas may still letterbox into the full framebuffer for immersion.
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local GameViewport = require("src.render.GameViewport")
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local SafeArea = {}
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function SafeArea.rect()
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function SafeArea.windowRect()
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local ww, wh = 0, 0
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if love and love.graphics and love.graphics.getDimensions then
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ww, wh = love.graphics.getDimensions()
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ww, wh = GameViewport.fullDimensions()
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end
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if ww <= 0 then ww = 1 end
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if wh <= 0 then wh = 1 end
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@@ -55,4 +57,8 @@ function SafeArea.rect()
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return x, y, w, h
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end
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function SafeArea.rect()
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return GameViewport.localSafeRect(SafeArea.windowRect())
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end
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return SafeArea
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@@ -339,7 +339,7 @@ end
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-- demand. Mirrors it into self.orientation / self.positions / self.scale,
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-- which layout(), the editor chrome and the tests read.
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function TouchControls:currentBucket()
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local _, _, sw, sh = SafeArea.rect()
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local _, _, sw, sh = SafeArea.windowRect()
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local o = orientationFor(sw, sh)
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self.layouts = self.layouts or { portrait = {}, landscape = {} }
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local b = self.layouts[o]
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@@ -363,7 +363,7 @@ end
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-- while sizes stay derived from the short edge, times the orientation's
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-- size setting (#633).
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function TouchControls:layout()
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local ox, oy, sw, sh = SafeArea.rect()
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local ox, oy, sw, sh = SafeArea.windowRect()
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if self.layoutW == sw and self.layoutH == sh
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and self.layoutOx == ox and self.layoutOy == oy and self.L then
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return self.L
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@@ -397,7 +397,7 @@ end
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-- Move one control to a screen-space point and persist its normalized
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-- position within the safe rect. Used by the layout editor while dragging.
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function TouchControls:setControlCenter(name, cx, cy)
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local ox, oy, sw, sh = SafeArea.rect()
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local ox, oy, sw, sh = SafeArea.windowRect()
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local L = self:layout()
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local zone = L[name]
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if not zone then return end
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@@ -608,10 +608,10 @@ local function drawIcon(img, zone, pressed, alphaMul)
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zone.cy - img:getHeight() * scale / 2, 0, scale, scale)
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end
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-- Screen-space, called by Game:draw after Renderer:endFrame -- and by
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-- Game2:drawHud after Gold's own present pass -- so the overlay rides on top
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-- of everything (world, UI, CRT/GBC FX included). Also used by the launcher
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-- layout editor under preview mode.
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-- OS-window space, called after GameViewport.finish so the overlay rides on
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-- top of the game, companion composition and post-processing without being
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-- captured or scaled with any game viewport. Also used by the launcher layout
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-- editor under preview mode.
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function TouchControls:draw()
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if not self:visible() then return end
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local L = self:layout()
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