parent
36916785d6
commit
517b8faeaf
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@ -1,7 +1,7 @@
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--[[
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@Author : baidwwy
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@Date : 2021-02-08 15:51:46
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@LastEditTime : 2021-04-28 13:44:53
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@LastEditTime : 2021-05-06 12:49:29
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--]]
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io.stdout:setvbuf('no',0)
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gge = package.loadlib("ggelua", "luaopen_ggelua")()
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@ -60,7 +60,9 @@ function 创建目录(path,...)
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path = path:gsub('\\',dirsep)
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end
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path = 分割文本(path,dirsep)
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if #path>1 then
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table.remove(path)
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end
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for i,v in ipairs(path) do
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lfs.mkdir(table.concat(path, dirsep,1,i))
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end
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@ -209,18 +211,24 @@ function 写出Windows(path,c)
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end
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end
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end
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print("写出失败")
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error("写出失败",2)
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return false
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end
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function 写出Android()
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-- local file<close> = io.open("assets\\ggescript","wb")
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-- if file then
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-- local data = getscript()
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-- file:write(core)
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-- file:write(data)
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-- file:write(string.pack("<I4I4I4",0x20454747,#core,#data))
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-- end
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function 写出Android(path)
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path = 绝对路径(path)
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--创建目录(path)
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--创建目录('android')
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local file<close> = io.open("ggescript","wb")
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if file then
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local data = getscript()
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file:write(core)
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file:write(data)
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file:write(string.pack("<I4I4I4",0x20454747,#core,#data))
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return
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end
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error("写出失败",2)
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return false
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end
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function 写出脚本()
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@ -1,7 +1,7 @@
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--[[
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@Author : baidwwy
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@Date : 2020-09-22 19:49:01
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@LastEditTime : 2021-05-02 11:02:57
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@LastEditTime : 2021-05-06 12:06:52
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--]]
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require("ggelua")
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io.stdout:setvbuf('no',0)
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@ -37,7 +37,7 @@ package.cpath = nil
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setmetatable(package, {
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__newindex = function (t,k,v)
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if v and k=='path' then
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lpath = v:upper():gsub('\\','/')
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lpath = v:lower():gsub('\\','/')
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lpath_ = 分割路径(lpath)
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elseif k=='cpath' then
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cpath = v
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@ -71,7 +71,7 @@ local function 处理路径(path)
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-- end
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-- path = table.concat(t, "/")
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path = path:upper()--大写
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path = path:lower()
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path = path:gsub('%.','/')
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path = path:gsub('\\','/')
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return path
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@ -183,7 +183,7 @@ table.insert(package.searchers, 1, function (path)
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end)
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function gge.require(path,env,...)
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path = path:gsub('\\','/'):upper()
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path = path:gsub('\\','/'):lower()
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local data = 读取文件(path)
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if data then
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return assert(load(data,path,"bt",env))(...)
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@ -1,7 +1,7 @@
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--[[
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@Author : baidwwy
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@Date : 2021-02-11 11:49:09
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@LastEditTime : 2021-05-02 07:52:09
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@LastEditTime : 2021-05-06 08:30:34
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--]]
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local GGE资源包
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local _ENV = require("SDL")
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@ -47,7 +47,6 @@ function GGE资源:是否存在(path,...)
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end
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end
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--搜索包
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for f,p in pairs(self._pack) do
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if p:是否存在(path) then
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return p,f
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@ -65,7 +64,7 @@ function GGE资源:读数据(path,...)
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if type(r)=='string' then
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return LoadFile(r)--SDL
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end
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return r:读数据(path)
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return r:读数据(path)--pack
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end
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return nil
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end
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@ -1,7 +1,7 @@
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--[[
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@Author : baidwwy
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@Date : 2021-02-11 11:49:09
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@LastEditTime : 2021-05-03 10:38:07
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@LastEditTime : 2021-05-06 16:42:43
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--]]
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local SDL = require("SDL")
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self._texs = setmetatable({}, {__mode='kv'})--纹理列表
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SDL.Log('渲染器 %s',self._rd:GetRendererInfo().name)
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local platform = SDL.GetPlatform()
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if platform == 'Android' or platform == 'iOS' then
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local w,h = self._rd:GetRendererOutputSize()
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if w<h then
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w,h = h,w
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end
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if self.宽度>self.高度 then--横屏
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self._rd:RenderSetLogicalSize(math.floor(w/(h/self.高度)),self.高度)
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else
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self._rd:RenderSetLogicalSize(self.宽度,math.floor(w/(h/self.宽度)))
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end
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end
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-- for i=0,SDL.GetNumRenderDrivers()-1 do--CreateRenderer第1参数来启用相应的渲染器,(-1)第1个
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-- print(i,SDL.GetRenderDriverInfo(i).name)
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-- end
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-- print(string.format( "%s,%s",k,v ))
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-- end
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--print(self._rd:GetRendererOutputSize())
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--print(self._rd:RenderGetLogicalSize())
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-- SDL.Log("OutputSize %d,%d",self._rd:GetRendererOutputSize())
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-- SDL.Log("LogicalSize %d,%d",self._rd:RenderGetLogicalSize())
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--print(self._rd:RenderGetIntegerScale())
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--print(SDL.GetPixelFormatName(self._win:GetWindowPixelFormat()))
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end
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end
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function SDL渲染:创建渲染区()
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function SDL渲染:创建渲染区(w,h)
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if self._rd then
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return self._rd:CreateTexture(w,h)--SDL_PIXELFORMAT_ARGB8888,SDL_TEXTUREACCESS_TARGET
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end
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end
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function SDL渲染:置渲染区(tex)
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@ -1,7 +1,7 @@
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--[[
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@Author : GGELUA
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@Date : 2020-11-27 10:05:41
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@LastEditTime : 2021-05-03 19:54:40
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@LastEditTime : 2021-05-06 17:13:05
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--]]
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require("GGE")
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local type = type
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self[k] = v
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end
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end
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local flags = 0x00000004--SDL_WINDOW_SHOWN
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local platform = SDL.GetPlatform()
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if platform == 'Android' or platform == 'iOS' then
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t.全屏 = t.全屏~=false
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t.渲染器 = "opengl"
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SDL.SetHint("SDL_IOS_ORIENTATIONS", "LandscapeLeft LandscapeRight")--只能横向
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SDL.SetHint("SDL_ANDROID_BLOCK_ON_PAUSE", "0")--后台不停止
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if t.全屏 then
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flags = flags|0x00001000--SDL_WINDOW_FULLSCREEN_DESKTOP
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end
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if SDL._win then
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return
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end
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end
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self.标题 = t.标题 or "GGELUA Game Engine"
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self.原始标题 = self.标题
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self.宽度 = t.宽度 or 800
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self.x = 0
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self.y = 0
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local flags = 0x00000004--SDL_WINDOW_SHOWN
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local platform = SDL.GetPlatform()
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if platform == 'Android' or platform == 'iOS' then
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self.是否全屏 = t.全屏~=false
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t.渲染器 = "opengl"
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if self.宽度>self.高度 then--横向
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SDL.SetHint("SDL_IOS_ORIENTATIONS", "LandscapeLeft LandscapeRight")
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else
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SDL.SetHint("SDL_IOS_ORIENTATIONS", "Portrait")
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end
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SDL.SetHint("SDL_ANDROID_BLOCK_ON_PAUSE", "0")--后台不停止
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if self.是否全屏 then
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flags = flags|0x00001000--SDL_WINDOW_FULLSCREEN_DESKTOP
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end
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if SDL._win then
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return
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end
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end
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if type(t.渲染器)=='string' then
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SDL.SetHint('SDL_RENDER_DRIVER',t.渲染器)
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if t.渲染器=='opengl' then
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end
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end
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if t.全屏 then
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if self.是否全屏 then
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flags = flags|0x00000001--SDL_WINDOW_FULLSCREEN
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end
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if t.无边框 then--隐藏边框
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@ -1,7 +1,7 @@
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--[[
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@Author : GGELUA
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@Date : 2020-10-11 11:55:41
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@LastEditTime : 2021-05-03 14:23:16
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@LastEditTime : 2021-05-06 13:10:24
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--]]
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local _ENV = require("SDL")
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IMG_Init()
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--tex:SetTextureAlphaMod(self._a)
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--tex:SetTextureBlendMode(self._blend)
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if self._f or self._deg then--高级
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if self._f or self._deg then--src,dst,旋转,翻转,翻转中心
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self._win:显示纹理(tex,self._sr,self._dr,self._deg,self._f,self._ax,self._ay);
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if self._hl then--高亮
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tex:SetTextureBlendMode(BLENDMODE_ADD)--FIXME
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@ -2,12 +2,11 @@
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<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x86'">
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<DebuggerFlavor>AndroidDebugger</DebuggerFlavor>
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<AndroidDeviceID>emulator-5554;api26</AndroidDeviceID>
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<LaunchActivity>com.GGELUA.game.ggemain</LaunchActivity>
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<AndroidDeviceID>emulator-####;api26</AndroidDeviceID>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'">
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<AndroidDeviceID>emulator-5554;api26</AndroidDeviceID>
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<DebuggerFlavor>AndroidDebugger</DebuggerFlavor>
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<AndroidDeviceID>emulator-####;api26</AndroidDeviceID>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
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<DebuggerFlavor>AndroidDebugger</DebuggerFlavor>
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@ -15,17 +14,22 @@
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
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<DebuggerFlavor>AndroidDebugger</DebuggerFlavor>
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<LaunchActivity>com.GGELUA.game.ggemain</LaunchActivity>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
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<DebuggerFlavor>AndroidDebugger</DebuggerFlavor>
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<LaunchActivity>com.GGELUA.game.ggemain</LaunchActivity>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">
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<DebuggerFlavor>AndroidDebugger</DebuggerFlavor>
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<LaunchActivity>com.GGELUA.game.ggemain</LaunchActivity>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<DebuggerFlavor>AndroidDebugger</DebuggerFlavor>
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<AndroidDeviceID>emulator-####;api26</AndroidDeviceID>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<DebuggerFlavor>AndroidDebugger</DebuggerFlavor>
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<AndroidDeviceID>emulator-####;api26</AndroidDeviceID>
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</PropertyGroup>
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</Project>
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Loading…
Reference in New Issue