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This was referenced Jul 13, 2022
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For anyone looking at this PR, I apologize for the inactivity. Truth is, I haven't really been in the Love2D development scene in some time; I've mostly been busy with unrelated projects. While I'm grateful I've been given write access to the repository and the opportunity to improve this module for game developers, I don't think I will be working more on this PR any time soon, as there's a lot of work to be done here. That's not to say I'm not going to work on this PR again, and the next time I work on it, I might start from scratch so I can fine-tune everything. If anyone has any questions or suggestions, feel free to let me know. |
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Original PR: #44
push:function()is nowpush.function().push.setupScreen(pushWidth, pushHeight, {upscale = ..., canvas = ...})upscale(string): upscale push's resolution to the current window size"normal": fit to the current window size, preserving aspect ratio"pixel-perfect": pixel-perfect scaling using integer scaling (for values ≥1, otherwise uses normal scaling)"stretched": stretch to the current window sizecanvas(bool): use and upscale canvas set to push's resolutionpush.resize(width, height).push:setBackgroundColor(), since it was essentially just an integrated alias forlove.graphics.setBackgroundColor().push:apply(), since it was pretty limited in functionality, only serving as an alias forpush:start()andpush:finish()(plus, API changes will require devs to change their code anyway).low-resexample.mouse-inputexample.An additional note: I think the canvas API is really cool, but it could use a little cleaning up and tweaks. Its code is mostly untouched in my rewrite, so it should work the same for now.
Also, I wanted to make the screenshot on the README a GIF like the original one, but I wasn't able to record one properly.
NOTE: Everything in this changelog is subject to change, I have made more changes and experimental features that have yet to be uploaded.