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mods: add OS-independent game viewport composition
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@@ -0,0 +1,185 @@
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-- Optional game viewport inside the OS window. A layout mod may reserve any
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-- window-space rectangle through render.viewport; the game then renders as if
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-- that rectangle were its whole display. With no subscriber this module is a
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-- pass-through and allocates no canvas.
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local Runtime = require("src.mods.Runtime")
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local Viewport = {
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rect = nil,
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full = nil,
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canvas = nil,
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generation = nil,
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frameActive = false,
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}
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local function finite(value)
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return type(value) == "number" and value == value
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and value > -math.huge and value < math.huge
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end
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local function realMetrics()
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local G = love.graphics
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local w, h = G.getDimensions()
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local pw, ph = w, h
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if G.getPixelDimensions then pw, ph = G.getPixelDimensions() end
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local dpiX = w > 0 and pw / w or 1
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local dpiY = h > 0 and ph / h or 1
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if dpiX < 1e-6 then dpiX = 1 end
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if dpiY < 1e-6 then dpiY = 1 end
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return math.max(1, w), math.max(1, h),
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math.max(1, pw), math.max(1, ph), dpiX, dpiY
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end
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local function clampRect(value, w, h)
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if type(value) ~= "table" then
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return { x = 0, y = 0, width = w, height = h }
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end
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local x = finite(value.x) and math.floor(value.x) or 0
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local y = finite(value.y) and math.floor(value.y) or 0
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local rw = finite(value.width) and math.floor(value.width) or w
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local rh = finite(value.height) and math.floor(value.height) or h
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x = math.max(0, math.min(x, w - 1))
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y = math.max(0, math.min(y, h - 1))
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rw = math.max(1, math.min(rw, w - x))
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rh = math.max(1, math.min(rh, h - y))
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return { x = x, y = y, width = rw, height = rh }
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end
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local function sameSize(canvas, w, h)
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return canvas and canvas:getWidth() == w and canvas:getHeight() == h
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end
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function Viewport.begin(generation)
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local w, h, pw, ph, dpiX, dpiY = realMetrics()
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local context = {
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width = w, height = h, pixelWidth = pw, pixelHeight = ph,
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dpiX = dpiX, dpiY = dpiY, generation = generation,
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}
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local requested
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if Runtime.wantsHook("render.viewport") then
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requested = Runtime.call("render.viewport", function(ctx)
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return { x = 0, y = 0, width = ctx.width, height = ctx.height }
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end, context)
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end
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local rect = clampRect(requested, w, h)
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Viewport.full = context
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Viewport.rect = rect
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Viewport.generation = generation
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local active = type(requested) == "table" and requested.capture == true
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or rect.x ~= 0 or rect.y ~= 0
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or rect.width ~= w or rect.height ~= h
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Viewport.frameActive = active
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if active then
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if not sameSize(Viewport.canvas, rect.width, rect.height) then
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if Viewport.canvas and Viewport.canvas.release then
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Viewport.canvas:release()
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end
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Viewport.canvas = love.graphics.newCanvas(rect.width, rect.height)
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Viewport.canvas:setFilter("nearest", "nearest")
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end
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else
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if Viewport.canvas and Viewport.canvas.release then
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Viewport.canvas:release()
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end
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Viewport.canvas = nil
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end
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return rect
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end
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function Viewport.active()
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return Viewport.frameActive == true and Viewport.canvas ~= nil
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end
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function Viewport.dimensions()
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if Viewport.active() then
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return Viewport.rect.width, Viewport.rect.height
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end
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return love.graphics.getDimensions()
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end
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function Viewport.pixelDimensions()
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if Viewport.active() then
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if Viewport.canvas.getPixelDimensions then
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local w, h = Viewport.canvas:getPixelDimensions()
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return math.max(1, w), math.max(1, h)
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end
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return math.max(1, math.floor(Viewport.rect.width * Viewport.full.dpiX)),
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math.max(1, math.floor(Viewport.rect.height * Viewport.full.dpiY))
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end
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if love.graphics.getPixelDimensions then
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return love.graphics.getPixelDimensions()
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end
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return love.graphics.getDimensions()
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end
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function Viewport.fullDimensions()
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if Viewport.full then return Viewport.full.width, Viewport.full.height end
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return love.graphics.getDimensions()
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end
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function Viewport.target()
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return Viewport.canvas
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end
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function Viewport.setTarget()
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love.graphics.setCanvas(Viewport.canvas)
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end
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function Viewport.toLocal(x, y)
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local rect = Viewport.rect
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if not rect then return x, y, true end
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local lx, ly = x - rect.x, y - rect.y
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return lx, ly,
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lx >= 0 and ly >= 0 and lx < rect.width and ly < rect.height
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end
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function Viewport.localSafeRect(x, y, w, h)
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local rect = Viewport.rect
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if not Viewport.active() or not rect then return x, y, w, h end
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local x1, y1 = math.max(x, rect.x), math.max(y, rect.y)
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local x2 = math.min(x + w, rect.x + rect.width)
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local y2 = math.min(y + h, rect.y + rect.height)
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if x2 <= x1 or y2 <= y1 then
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return 0, 0, rect.width, rect.height
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end
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return x1 - rect.x, y1 - rect.y, x2 - x1, y2 - y1
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end
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function Viewport.finish(game)
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if not Viewport.active() then return end
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local G = love.graphics
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local rect, full = Viewport.rect, Viewport.full
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G.setCanvas()
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G.push("all")
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G.origin()
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G.setScissor()
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G.setShader()
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G.setBlendMode("alpha")
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G.clear(0, 0, 0, 1)
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local context = {
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canvas = Viewport.canvas,
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x = rect.x, y = rect.y, width = rect.width, height = rect.height,
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windowWidth = full.width, windowHeight = full.height,
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dpiX = full.dpiX, dpiY = full.dpiY,
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generation = Viewport.generation,
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}
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Runtime.call("render.window", function(_, ctx)
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G.setColor(1, 1, 1, 1)
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G.draw(ctx.canvas, ctx.x, ctx.y)
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end, game, context)
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G.pop()
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end
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function Viewport.reset()
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Viewport.frameActive = false
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Viewport.rect = nil
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Viewport.full = nil
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Viewport.generation = nil
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if Viewport.canvas and Viewport.canvas.release then
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Viewport.canvas:release()
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end
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Viewport.canvas = nil
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end
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return Viewport
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