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Merge branch 'bryanthaboi:dev' into experiment/fixed-extended-world-alignment
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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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@@ -484,6 +485,7 @@ 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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@@ -597,7 +599,9 @@ 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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@@ -973,8 +977,10 @@ 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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