Comments (8)
how can i correct this error
from push.
Hello @ShubhamKumbhar, could you give me some more details so I can try to reproduce the issue?
from push.
Sir, I'm using push library in my project ..and i copied the code push.lua provided by you in push.lua file and when i run the program this error is expected
from push.
main.lua
push = require 'push'
Window_Width =1280
Window_Height=720
Virtual_Width=432
Virtual_Height=243
function love.load()
love.graphics.setDefaultFilter('nearest','nearest')
push:setupScreen(Virtual_Width,Virtual_Height,Window_Width,Window_Heigh, {
fullscreen=false, --not fullscreen
resizable=false, --not resizable
vsync=true --but it will sync
})
end
function love.keypressed(key)
if key == 'escape' then
love.event.quit()
end
end
function love.draw()
push:apply('start')
love.graphics.printf('Hello Pong' , 0 ,Virtual_Height/2-6,Virtual_Width,'center')
push:apply('end')
end
push.lua:
-- push.lua v0.4
-- Copyright (c) 2020 Ulysse Ramage
-- Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
local love11 = love.getVersion() == 11
local getDPI = love11 and love.window.getDPIScale or love.window.getPixelScale
local windowUpdateMode = love11 and love.window.updateMode or function(width, height, settings)
local _, _, flags = love.window.getMode()
for k, v in pairs(settings) do flags[k] = v end
love.window.setMode(width, height, flags)
end
local push = {
defaults = {
fullscreen = false,
resizable = false,
pixelperfect = false,
highdpi = true,
canvas = true,
stencil = true
}
}
setmetatable(push, push)
function push:applySettings(settings)
for k, v in pairs(settings) do
self["_" .. k] = v
end
end
function push:resetSettings() return self:applySettings(self.defaults) end
function push:setupScreen(WWIDTH, WHEIGHT, RWIDTH, RHEIGHT, settings)
settings = settings or {}
self._WWIDTH, self._WHEIGHT = WWIDTH, WHEIGHT
self._RWIDTH, self._RHEIGHT = RWIDTH, RHEIGHT
self:applySettings(self.defaults) --set defaults first
self:applySettings(settings) --then fill with custom settings
windowUpdateMode(self._RWIDTH, self._RHEIGHT, {
fullscreen = self._fullscreen,
resizable = self._resizable,
highdpi = self._highdpi
})
self:initValues()
if self._canvas then
self:setupCanvas({ "default" }) --setup canvas
end
self._borderColor = {0, 0, 0}
self._drawFunctions = {
["start"] = self.start,
["end"] = self.finish
}
return self
end
function push:setupCanvas(canvases)
table.insert(canvases, { name = "_render", private = true }) --final render
self._canvas = true
self.canvases = {}
for i = 1, #canvases do
push:addCanvas(canvases[i])
end
return self
end
function push:addCanvas(params)
table.insert(self.canvases, {
name = params.name,
private = params.private,
shader = params.shader,
canvas = love.graphics.newCanvas(self._WWIDTH, self._WHEIGHT),
stencil = params.stencil or self._stencil
})
end
function push:setCanvas(name)
if not self._canvas then return true end
local canvasTable = self:getCanvasTable(name)
return love.graphics.setCanvas({ canvasTable.canvas, stencil = canvasTable.stencil })
end
function push:getCanvasTable(name)
for i = 1, #self.canvases do
if self.canvases[i].name == name then
return self.canvases[i]
end
end
end
function push:setShader(name, shader)
if not shader then
self:getCanvasTable("_render").shader = name
else
self:getCanvasTable(name).shader = shader
end
end
function push:initValues()
self._PSCALE = (not love11 and self._highdpi) and getDPI() or 1
self._SCALE = {
x = self._RWIDTH/self._WWIDTH * self._PSCALE,
y = self._RHEIGHT/self._WHEIGHT * self._PSCALE
}
if self._stretched then --if stretched, no need to apply offset
self._OFFSET = {x = 0, y = 0}
else
local scale = math.min(self._SCALE.x, self._SCALE.y)
if self._pixelperfect then scale = math.floor(scale) end
self._OFFSET = {x = (self._SCALE.x - scale) * (self._WWIDTH/2), y = (self._SCALE.y - scale) * (self._WHEIGHT/2)}
self._SCALE.x, self._SCALE.y = scale, scale --apply same scale to X and Y
end
self._GWIDTH = self._RWIDTH * self._PSCALE - self._OFFSET.x * 2
self._GHEIGHT = self._RHEIGHT * self._PSCALE - self._OFFSET.y * 2
end
function push:apply(operation, shader)
self._drawFunctions[operation](self, shader)
end
function push:start()
if self._canvas then
love.graphics.push()
love.graphics.setCanvas({ self.canvases[1].canvas, stencil = self.canvases[1].stencil })
else
love.graphics.translate(self._OFFSET.x, self._OFFSET.y)
love.graphics.setScissor(self._OFFSET.x, self._OFFSET.y, self._WWIDTHself._SCALE.x, self._WHEIGHTself._SCALE.y)
love.graphics.push()
love.graphics.scale(self._SCALE.x, self._SCALE.y)
end
end
function push:applyShaders(canvas, shaders)
local _shader = love.graphics.getShader()
if #shaders <= 1 then
love.graphics.setShader(shaders[1])
love.graphics.draw(canvas)
else
local _canvas = love.graphics.getCanvas()
local _tmp = self:getCanvasTable("_tmp")
if not _tmp then --create temp canvas only if needed
self:addCanvas({ name = "_tmp", private = true, shader = nil })
_tmp = self:getCanvasTable("_tmp")
end
love.graphics.push()
love.graphics.origin()
local outputCanvas
for i = 1, #shaders do
local inputCanvas = i % 2 == 1 and canvas or _tmp.canvas
outputCanvas = i % 2 == 0 and canvas or _tmp.canvas
love.graphics.setCanvas(outputCanvas)
love.graphics.clear()
love.graphics.setShader(shaders[i])
love.graphics.draw(inputCanvas)
love.graphics.setCanvas(inputCanvas)
end
love.graphics.pop()
love.graphics.setCanvas(_canvas)
love.graphics.draw(outputCanvas)
end
love.graphics.setShader(_shader)
end
function push:finish(shader)
love.graphics.setBackgroundColor(unpack(self._borderColor))
if self._canvas then
local _render = self:getCanvasTable("_render")
love.graphics.pop()
local white = love11 and 1 or 255
love.graphics.setColor(white, white, white)
--draw canvas
love.graphics.setCanvas(_render.canvas)
for i = 1, #self.canvases do --do not draw _render yet
local _table = self.canvases[i]
if not _table.private then
local _canvas = _table.canvas
local _shader = _table.shader
self:applyShaders(_canvas, type(_shader) == "table" and _shader or { _shader })
end
end
love.graphics.setCanvas()
--draw render
love.graphics.translate(self._OFFSET.x, self._OFFSET.y)
local shader = shader or _render.shader
love.graphics.push()
love.graphics.scale(self._SCALE.x, self._SCALE.y)
self:applyShaders(_render.canvas, type(shader) == "table" and shader or { shader })
love.graphics.pop()
--clear canvas
for i = 1, #self.canvases do
love.graphics.setCanvas(self.canvases[i].canvas)
love.graphics.clear()
end
love.graphics.setCanvas()
love.graphics.setShader()
else
love.graphics.pop()
love.graphics.setScissor()
end
end
function push:setBorderColor(color, g, b)
self._borderColor = g and {color, g, b} or color
end
function push:toGame(x, y)
x, y = x - self._OFFSET.x, y - self._OFFSET.y
local normalX, normalY = x / self._GWIDTH, y / self._GHEIGHT
x = (x >= 0 and x <= self._WWIDTH * self._SCALE.x) and normalX * self._WWIDTH or nil
y = (y >= 0 and y <= self._WHEIGHT * self._SCALE.y) and normalY * self._WHEIGHT or nil
return x, y
end
--doesn't work - TODO
function push:toReal(x, y)
return x + self._OFFSET.x, y + self._OFFSET.y
end
function push:switchFullscreen(winw, winh)
self._fullscreen = not self._fullscreen
local windowWidth, windowHeight = love.window.getDesktopDimensions()
if self._fullscreen then --save windowed dimensions for later
self._WINWIDTH, self._WINHEIGHT = self._RWIDTH, self._RHEIGHT
elseif not self._WINWIDTH or not self._WINHEIGHT then
self._WINWIDTH, self._WINHEIGHT = windowWidth * .5, windowHeight * .5
end
self._RWIDTH = self._fullscreen and windowWidth or winw or self._WINWIDTH
self._RHEIGHT = self._fullscreen and windowHeight or winh or self._WINHEIGHT
self:initValues()
love.window.setFullscreen(self._fullscreen, "desktop")
if not self._fullscreen and (winw or winh) then
windowUpdateMode(self._RWIDTH, self._RHEIGHT) --set window dimensions
end
end
function push:resize(w, h)
if self._highdpi then w, h = w / self._PSCALE, h / self._PSCALE end
self._RWIDTH = w
self._RHEIGHT = h
self:initValues()
end
function push:getWidth() return self._WWIDTH end
function push:getHeight() return self._WHEIGHT end
function push:getDimensions() return self._WWIDTH, self._WHEIGHT end
return push
Error
Error
push.lua:48: bad argument #2 to 'windowUpdateMode' (number expected, got nil)
Traceback
[C]: in function 'windowUpdateMode'
push.lua:48: in function 'setupScreen'
main.lua:14: in function 'load'
[C]: in function 'xpcall'
[C]: in function 'xpcall'
from push.
Thanks! By the way, you can paste blocks of code using
```lua
-- code here
```
By looking at your code, it seems you might have made a typo when calling push:setupScreen() with "Window_Heigh" instead of "Window_Height"? Could you try this and let me know :-)
from push.
from push.
from push.
Glad it worked! Sometimes you just need a helping hand to find typos, there's nothing to worry about :-)
Good luck with your project, and let me know if you need help with anything!
from push.
Related Issues (20)
- Pixellation using push with love.js HOT 8
- white screen HOT 3
- Push:finish() Shader Processing After window resize or fullscreen mode HOT 4
- Properly scale love.graphics.circle? HOT 2
- Background color HOT 1
- Love 11.2 Issues HOT 3
- push:toGame return value HOT 1
- memory usage steadily increases when using canvases
- Resizing window also resizes internal cavases
- Error push.lua:48 : bad argument # 2 to 'windowUpdateMode'(number expected, got table) HOT 5
- Error HOT 1
- error at 135 HOT 4
- Error when running love, any help? HOT 2
- toReal function creates global variables HOT 1
- Canvas Transformations not Preserved when Drawn in Update()
- Setting window width/height to 0 in push:setupScreen causes blank screen HOT 2
- Performance is terrible on Android if canvas flag = true
- push:setupScreen makes the program close HOT 5
- Black bars problem and windowed mode broken
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from push.