Comments (2)
Hi, sorry if I'm wrong, but while 0x0 is technically an invalid resolution, the pull request seems to add more of an enhancement rather than a bugfix. It would probably make more sense for push to detect whether windowWidth and windowHeight are nil and default to the desktop dimensions if so, instead of 0 or less which should probably throw an error instead.
I'll leave this open for a few days in case there's something I'm missing, though.
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My thinking was to make push:setupScreen mirror the beheaviour of love.window.setMode, where if you give it a width/height of 0 it sets them to desktop resolution.
https://love2d.org/wiki/love.window.setMode
"If width or height is 0, setMode will use the width and height of the desktop."
At any rate the current beheaviour should probably be changed, where the window is launched at desktop resolution but can't be drawn to within push:start and push:finish.
Also my pull request is only checking for == 0, if you put in a value less than 0 (or nil) it returns an error.
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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
- : bad argument #2 to 'windowUpdateMode' (number expected, got nil) HOT 8
- 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()
- 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.