Allow the window to be resized freely. (#8)
TODO: add option in config (#5) to set window size, and then save the current window size when resized so the next time you open the app, it opens at the same size you closed it with.
This commit is contained in:
27
main.lua
27
main.lua
@@ -11,6 +11,9 @@ function love.load()
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config["side_next"] = false
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config["side_next"] = false
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config["reverse_rotate"] = true
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config["reverse_rotate"] = true
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config["fullscreen"] = false
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config["fullscreen"] = false
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love.window.setMode(love.graphics.getWidth(), love.graphics.getHeight(), {resizable = true});
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if not config.input then
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if not config.input then
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config.input = {}
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config.input = {}
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scene = InputConfigScene()
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scene = InputConfigScene()
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@@ -61,18 +64,18 @@ end
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function love.draw()
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function love.draw()
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love.graphics.push()
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love.graphics.push()
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if love.window.getFullscreen() then
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-- get offset matrix
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-- get offset matrix
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love.graphics.setDefaultFilter("linear", "nearest")
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love.graphics.setDefaultFilter("linear", "nearest")
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local width = love.graphics.getWidth()
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local width = love.graphics.getWidth()
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local height = love.graphics.getHeight()
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local height = love.graphics.getHeight()
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local scale_factor = math.min(width / 640, height / 480)
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local scale_factor = math.min(width / 640, height / 480)
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love.graphics.translate(
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love.graphics.translate(
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(width - scale_factor * 640) / 2,
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(width - scale_factor * 640) / 2,
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(height - scale_factor * 480) / 2
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(height - scale_factor * 480) / 2
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)
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)
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love.graphics.scale(scale_factor)
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love.graphics.scale(scale_factor)
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end
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scene:render()
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scene:render()
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love.graphics.pop()
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love.graphics.pop()
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end
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end
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