push - a resolution-handling library

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ac3raven
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Re: push - a resolution-handling library

Post by ac3raven » Sun Apr 07, 2019 10:06 pm

I spoke too soon. the change I made broke my shader rendering. I am not sure how fix it, so back to the drawing board :(

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ac3raven
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Re: push - a resolution-handling library

Post by ac3raven » Wed Apr 10, 2019 2:28 am

I am not understanding how to give a pre-existing shader to Push. One that I create with love.graphics.newCanvas() and that does not take up the entire screen.

Or how might I create a canvas with Push that has width and height parameters?

Like so:

Code: Select all

local canvas = lg.newCanvas(350,60)

function stencilFunction()
  rainbow_shader:send("scaler",scaler)
  rainbow_shader:send("rot",r)
  push:setShader(rainbowmask_shader)  --I can't use the push:(canvasName,shader) syntax here with my normal canvas
  lg.print(scoretext,lg.getWidth()/2-28,30)
  push:setShader()
end

local canvasList = {name = "test",shader=rainbow_shader}  --how do I add my normal canvas to this so I can use push:setupCanvas on it??
push:setupCanvas(canvasList)

gameplay:update(dt)
  push:setCanvas(test) --this should be applying the 'rainbow_shader' to the below rect
  lg.rectangle("fill",0,0,lg.getWidth(),lg.getHeight())
  push:setCanvas()
end

gameplay:draw()
  lg.stencil(stencilFunction,"replace",1)
  lg.setStencilTest("greater",0)
  scoretext = tostring(math.floor(currentscore))
  lg.setColor(1,1,1,1)
  if newHighScore then
    lg.draw(canvas,score.x,score.y2) -- I need my canvas to be drawn at this position, after it passes through the stencil function
  end
end


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Ulydev
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Re: push - a resolution-handling library

Post by Ulydev » Wed Apr 10, 2019 11:25 am

Hmm, I'm not sure how you can display a not-fullscreen with push, it's been a while and I honestly don't remember how it works exactly. I need to go through the code again so I can help you :-) I'll be sure to reply as soon as I have some time!

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Jack Dandy
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Re: push - a resolution-handling library

Post by Jack Dandy » Sat Jul 06, 2019 9:02 am

Heya. Just wanted to know if the stencil problem's been fixed?

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Ulydev
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Re: push - a resolution-handling library

Post by Ulydev » Thu Jul 11, 2019 7:17 pm

Jack Dandy wrote:
Sat Jul 06, 2019 9:02 am
Heya. Just wanted to know if the stencil problem's been fixed?
It seems like it's been fixed, although I haven't tried it myself yet: https://github.com/Ulydev/push/issues/25

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YoungNeer
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Re: push - a resolution-handling library

Post by YoungNeer » Thu Jul 25, 2019 3:41 pm

Okay - love.mouse.getPosition works well with push (using toGame) but love.mouse.setPosition doesn't seem to work (i tried both toGame and toReal).
My Github- your contribution is highly appreciated

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kuzika
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Re: push - a resolution-handling library

Post by kuzika » Tue Apr 21, 2020 4:29 pm

Hi, push.lua seems not to work at all. I am using Love version 11.3. I don't even have any idea what is wrong, ive tried commenting out everything and it still doesn't work. Not one bit. I followed the usage tutorial but I am trying to implement a toogle so you can swith between fullscreen and window mode by pressing lalt or ralt and return simultaneously.

Please help I don't know where else to turn. I don't know if I can post a .love since I am using PAID assets and they could get ripped.

Error

Code: Select all

--------------------------------------------------------------------------------
Error

libs/push-master/push.lua:144: attempt to index field '_OFFSET' (a nil value)

Traceback

libs/push-master/push.lua:144: in function 'start'
main.lua:95: in function 'draw'
[C]: in function 'xpcall'
--------------------------------------------------------------------------------
push.lua 144

Code: Select all

    love.graphics.translate(self._OFFSET.x, self._OFFSET.y)
main.lua

Code: Select all

function love.load()
  --resolution
  screen_h = love.graphics.getHeight()
  screen_w = love.graphics.getWidth()
  desktop_w , desktop_h = love.window.getDesktopDimensions()

  --load libraries
  push = require("libs/push-master/push") --fixed screen resolution control
  bitser = require("libs/bitser-master/bitser") --saving and loading tables
  anim8 = require("libs/anim8-master/anim8") --animations
  sti = require("libs/sti-master/sti") --tiled map loader and renderer
  map = sti("maps/room01.lua")
  cameraFile = require("libs/hump-master/camera") --easy camrea setup
  cam = cameraFile()

  --load sprites
  sprites = {}
  sprites.walk_cycle = love.graphics.newImage("sprites/walk_cycle-2x.png")
  --animations setup
  hero = {}
  hero.grid = anim8.newGrid(16, 24, 256, 216)
  hero.front_walk = anim8.newAnimation(hero.grid('9-12', 1), 0.5)
  --hero start position
  for k, object in pairs(map.objects) do
      if object.name == "Player" then
          player = object
          break
      end
  end
  --custom layers
  layer = map:addCustomLayer("Sprites",3)
  --create player object
  layer.player = {
    x = player.x,
    y = player.y,
    ox = (16/2) - (16/2),
    oy = (24/2) - (8/2)
  }
  --Add controls to the player
  layer.update = function(self, dt)
    local speed = 96 * dt
    --movement
    if love.keyboard.isDown("w","up") then
        self.player.y = self.player.y - speed
    end
    if love.keyboard.isDown("a","left") then
        self.player.x = self.player.x - speed
    end
    if love.keyboard.isDown("s","down") then
        self.player.y = self.player.y + speed
    end
    if love.keyboard.isDown("d","right") then
        self.player.x = self.player.x + speed
    end
  end
  --draw player
  layer.draw = function(self)
      hero.front_walk:draw(
      sprites.walk_cycle,
      math.floor(self.player.x),
      math.floor(self.player.y),
      0,
      1,
      1,
      self.player.ox,
      self.player.oy
    )
  end
  --remove unneeded object layers
  map:removeLayer("POS")
end

function love.update(dt)
  map:update(dt)
  cam:lookAt(player.x , player.y)
  hero.front_walk:update(dt)
end

function love.keypressed(key, scancode, isrepeat)
  --quit game
  if key == "escape" then
    love.event.quit()
  end
  --reatart game
  if key == "backspace" then
    love.event.quit("restart")
  end
  --toogle fullscreen
  if ((key == "lalt") or (key == "ralt")) and key == "return" then
    push:setupScreen(screen_w, screen_h, desktop_w, desktop_h, {fullscreen = true})
  end
end

function love.draw()
  push:start()
  --backgrounds and parallax
  love.graphics.setColor(0.3, 0.3, 1)
  love.graphics.rectangle("fill", 0, 0, screen_w, screen_h)
  love.graphics.setColor(1, 1, 1)
  --render world
  cam:attach()
  --you must scale and translate or camera wont budge
  love.graphics.scale(2,2)
  local p = map.layers["Sprites"].player
  local tx = math.ceil(p.x - screen_w/18.8) --(6.1 2x scale) (16.2 fullscreen)
  local ty = math.ceil(p.y - screen_h/48) --(16 2x scale) (32 fullscreen)
  love.graphics.translate(-tx, -ty)
  --map needs to be drawn layer by layer in reverse order
  map:drawLayer(map.layers["Under L2"])
  map:drawLayer(map.layers["Under L1"])
  map:drawLayer(map.layers["Sprites"])
  map:drawLayer(map.layers["Over L1"])
  map:drawLayer(map.layers["Over L2"])
  cam:detach()
  --overhead UI
  love.graphics.setColor(1,0,0)
  love.graphics.line(screen_w/2,0,screen_w/2,screen_h)
  love.graphics.line(0,screen_h/2,screen_w,screen_h/2)
  love.graphics.setColor(1,1,1)
  push:finish()
end
conf.lua

Code: Select all

function love.conf(t)
    t.window.width = 64*16
    t.window.height = 64*9
    --t.window.borderless = true
    t.window.fullscreen = false
    t.window.title = "RPG_project 01"
end
"kuzika" literally means "to burry"

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pgimeno
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Re: push - a resolution-handling library

Post by pgimeno » Wed Apr 22, 2020 10:00 am

kuzika wrote:
Tue Apr 21, 2020 4:29 pm
I followed the usage tutorial but I am trying to implement a toogle so you can swith between fullscreen and window mode by pressing lalt or ralt and return simultaneously.
You're not calling push:setupScreen for normal (non-full-screen use), but you're using push regardless of whether you're in window or full-screen mode. The error likely comes from not calling setupScreen in that code path.

There are two possible ways to fix it. 1) Have a variable 'fullScreen' that is true when you enter full-screen mode, and only call push:start() and push:finish() if you're in fullscreen; and 2) Initialize Push with the same dimensions as the window. The first method has the advantage that you don't have the additional overhead of Push when it's not needed; the second method has the advantage of its simplicity, and the possibility of using a different screen resolution in future.

By the way, your method to set full-screen can't work:

Code: Select all

  if ((key == "lalt") or (key == "ralt")) and key == "return" then
because 'key' can't have two values at the same time. You can use this instead:

Code: Select all

  if (love.keyboard.isDown("lalt") or love.keyboard.isDown("ralt")) and key == "return" then

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kuzika
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Joined: Tue Apr 21, 2020 3:58 pm

Re: push - a resolution-handling library

Post by kuzika » Fri Apr 24, 2020 8:44 am

Thanks, I was trying to call the push setup inside a keypress and forgot it needs to be initialized beforehand like you explained. I think I prefer the second option. However this doesn't really work well with my camera setup, that's my fault though. I need to read up on some more documentation about love.graphics.translate(). Anyway thanks again and nice and simple lib keep it up.
"kuzika" literally means "to burry"

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pgimeno
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Re: push - a resolution-handling library

Post by pgimeno » Fri Apr 24, 2020 12:33 pm

kuzika wrote:
Fri Apr 24, 2020 8:44 am
However this doesn't really work well with my camera setup, that's my fault though. I need to read up on some more documentation about love.graphics.translate().
You're not supposed to use love.graphics.translate/scale with a camera; the camera should handle that for you. But this starts to go off topic; feel free to open a new thread in the Support and Development forum. I'm not comfortable with hijacking Ulydev's thread for support of unrelated topics.

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