push - a resolution-handling library

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slime
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Re: push: a resolution-handling library

Post by slime » Mon Nov 02, 2015 6:22 pm

It would probably be beneficial to use [wiki]love.window.setFullscreen[/wiki] rather than [wiki]love.window.setMode[/wiki] when switching between fullscreen and windowed mode. The former function doesn't need to reload OpenGL objects or recreate the window, so it's more efficient and it leaves Canvases and shader extern/uniforms intact.

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Ulydev
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Re: push: a resolution-handling library

Post by Ulydev » Mon Nov 02, 2015 6:47 pm

slime wrote:It would probably be beneficial to use [wiki]love.window.setFullscreen[/wiki] rather than [wiki]love.window.setMode[/wiki] when switching between fullscreen and windowed mode. The former function doesn't need to reload OpenGL objects or recreate the window, so it's more efficient and it leaves Canvases and shader extern/uniforms intact.
Wow, I didn't know that was faster! Thanks slime :nyu:

EDIT: I just tried it and it seems like it's keeping resolution too. It looks very blurry if I have a small window resolution...

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slime
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Re: push: a resolution-handling library

Post by slime » Mon Nov 02, 2015 8:47 pm

For exclusive-fullscreen it uses the closest fullscreen mode to the windowed-mode resolution, yeah. Fullscreen-desktop mode always uses the resolution of the desktop, however.

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Ulydev
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Re: push: a resolution-handling library

Post by Ulydev » Mon Nov 02, 2015 9:49 pm

slime wrote:For exclusive-fullscreen it uses the closest fullscreen mode to the windowed-mode resolution, yeah. Fullscreen-desktop mode always uses the resolution of the desktop, however.
Thanks! It now works as expected. :awesome:

padicao2010
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Re: push: a resolution-handling library

Post by padicao2010 » Tue Nov 03, 2015 9:37 am

Great!

Two suggestions:
1 Add LICENSE
2 Not change love.resize so roughly

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zorg
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Re: push: a resolution-handling library

Post by zorg » Tue Nov 03, 2015 9:51 am

padicao2010 wrote:Not change love.resize so roughly
From looking at the code, i did not see it even using love.resize anywhere, and even if it would, it would only do a few calculations with push:resize... so i don't see the problem.

I do agree with adding a license though.
Me and my stuff :3True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.

padicao2010
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Re: push: a resolution-handling library

Post by padicao2010 » Tue Nov 03, 2015 11:37 am

zorg wrote:
From looking at the code, i did not see it even using love.resize anywhere, and even if it would, it would only do a few calculations with push:resize... so i don't see the problem.
Here, line 106

Code: Select all

function love.resize(w, h) return push:resize(w, h) end
Actually, it's not a big problem. I just commented it and write my resize with push:resize in my codes, for I have some other codes in love.resize.

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Re: push: a resolution-handling library

Post by zorg » Tue Nov 03, 2015 11:42 am

I stand corrected, you are right :3
Ulydev: Redefining love.resize in the code is not really a good idea, why not let the user just put the push:resize callback themselves into love.resize on their own?
Me and my stuff :3True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.

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Ulydev
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Re: push: a resolution-handling library

Post by Ulydev » Tue Nov 03, 2015 12:07 pm

Done!

Added a license and removed the love.resize definition. You'll now have to call push:resize(w, h) yourself.

Thank you guys for the suggestions! :awesome:

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soulaymenc
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Re: push: a resolution-handling library

Post by soulaymenc » Sun Nov 08, 2015 12:46 pm

awesome projet, really nice to see a lot of people making awesome libs for löve :) keep up, i'll use it one day and i will tell you :D
This world is so strange.

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