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136 lines (133 loc) · 6.81 KB
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function love.conf(t)
-- PhysFS ignores symlinks unless told otherwise, so a mod dev-linked into
-- mods/ (ln -s, matching the mklink /J workflow on Windows) is invisible
-- to love.filesystem.getDirectoryItems without this.
love.filesystem.setSymlinksEnabled(true)
local editor = os.getenv("POKEPORT_EDITOR") == "1"
local developer = os.getenv("POKEPORT_DEV") == "1"
local companion = nil
if arg then
for _, a in ipairs(arg) do
if a == "--editor" then editor = true end
if a == "--developer" then developer = true end
local port, token = a:match("^%-%-display%-companion=(%d+),([%w]+)$")
if port then companion = { port = tonumber(port), token = token } end
end
end
-- main.lua runs in the same Lua state right after conf.lua; stash the
-- decision in a global so it doesn't need to reparse `arg`.
_G.POKEPORT_EDITOR_MODE = editor
_G.POKEPORT_DEV_MODE = developer
_G.POKEPORT_DISPLAY_COMPANION = companion
if companion then
t.identity = "pokemon-love2d-companion"
t.window.title = "gen1recomp Secondary Display"
t.window.width = 640
t.window.height = 576
t.window.minwidth = 160
t.window.minheight = 144
t.window.resizable = true
elseif editor then
-- Same identity as the game, deliberately: the editor edits the game's
-- saves and reads the game's ROM cache, both of which live under this
-- folder. A private editor identity would point love.filesystem at an
-- empty directory in a packaged build, so `--editor` could not find
-- data/generated at all (SaveIO.defaultPath already assumed this name).
t.identity = os.getenv("POKEPORT_IDENTITY") or "pokemon-love2d"
t.window.title = "Pokemon Save Editor"
t.window.width = 1280
t.window.height = 800
else
t.identity = os.getenv("POKEPORT_IDENTITY") or "pokemon-love2d"
-- Version.lua has zero requires, so it is loadable this early; fall
-- back to the plain title if the source is not mounted yet
local ok, Version = pcall(require, "src.core.Version")
t.window.title = ok and Version.title()
or "gen1recomp"
-- Open at the launcher's design size (the split-screen ROM selector is
-- laid out for 1024x768). The window is resizable and the 160x144 game
-- canvas letterboxes into whatever size it ends up, so this only sets the
-- starting size, not the game's resolution.
t.window.width = 1024
t.window.height = 768
-- Floor for the resizable desktop window. The launcher's single-column
-- layout is laid out against ~420 logical px of content, and the game
-- canvas letterboxes fine below that, so this only stops a drag that would
-- squeeze the cards past the point where their buttons still read. Kept
-- well under the smallest supported desktop display; mobile ignores it
-- (fullscreen), so the handheld ports are unaffected.
t.window.minwidth = 480
t.window.minheight = 360
end
t.version = love._os == "iOS" and "12.0" or "11.5"
-- Driver vsync stays on everywhere (including KMSDRM handhelds) so
-- PresentSync can probe cadence and pace via the panel. Turning it off
-- here bypassed that stack and forced the FrameCap 1 ms polling loop.
t.window.vsync = 1
t.modules.audio = not companion
t.modules.joystick = not companion
t.modules.physics = false
-- love.sensor exposes raw accelerometer/gyroscope data (love.sensor.getData),
-- independent of t.accelerometerjoystick below (which instead maps the
-- accelerometer onto joystick axes and stays off -- see that flag's
-- comment for why). Explicit here so a future effect (e.g. a tilt-driven
-- reflective-screen look) has sensor data available without reviving #468.
t.modules.sensor = true
-- love.system is not loaded during love.conf; love._os is set by the
-- engine before conf runs (LÖVE 11.x / 11.5).
local osName = love._os
local mobile = osName == "Android" or osName == "iOS"
local nx = osName == "NX"
if nx then
-- Switch (love-nx): hint handheld 720p. SDL auto-switches portable↔dock
-- (720p↔1080p) only when the window is resizable and not exclusive
-- fullscreen; NxDisplay.sync also applies the size on boot and dock change.
t.window.width = 1280
t.window.height = 720
t.window.fullscreen = false
t.window.resizable = true
t.window.highdpi = false
elseif mobile then
-- resizable is what unlocks orientation. SDL's Android backend, given no
-- SDL_HINT_ORIENTATIONS (LÖVE sets none), calls setRequestedOrientation
-- at window creation -- FULL_SENSOR when the window is resizable (rotates
-- freely to portrait or landscape), otherwise locked to the window's w/h
-- aspect. So a non-resizable tall window forced portrait; resizable lets
-- the game follow the device. The renderer letterboxes the 160x144
-- viewport into whatever size results, and the on-screen touch controls
-- re-lay themselves out from the new window size, so both orientations
-- just work. FULL_SENSOR ignores the device's rotation lock, so
-- GameActivity.setOrientationBis remaps it to FULL_USER after SDL has
-- run: same orientations allowed, but auto-rotate being off now wins.
-- A persisted ORIENTATION lock (#592) overrides all of this after boot:
-- src/core/Orientation.lua sets SDL_HINT_ORIENTATIONS over the FFI and
-- re-triggers the request, from main.lua for the launcher and from
-- Game:applyOptions in game.
-- iOS follows the Info.plist orientations
-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
t.window.resizable = true
-- Starting size is a tall portrait hint; the OS resizes to the real
-- display and rotations resize again. highdpi is required for Retina iOS
-- (Android always behaves as highdpi).
t.window.width = 1080
t.window.height = 1920
t.window.fullscreen = true
t.window.highdpi = true
-- Android only (irrelevant on iOS): puts the save directory under the
-- app's external-files folder, which is readable/writable via USB or a
-- file manager with no runtime permission, so RomImporter can ask the
-- player to copy their ROM there instead of needing a native file
-- picker (LOVE 11.5 on Android has none -- see src/import/RomImporter.lua).
t.externalstorage = osName == "Android"
-- LOVE 11.x exposes the phone's accelerometer as a 3-axis joystick by
-- default. Gravity keeps one axis pinned near +/-1.0 whenever the phone
-- is held upright, so it streams past-deadzone joystickaxis events that
-- both hid the touch overlay every instant (it reads as "a controller is
-- in use") and, via the generic-joystick axis mapping (#459), walked the
-- player around by tilt. Nothing in the game reads the accelerometer,
-- so drop the device entirely (#468).
t.accelerometerjoystick = false
else
t.window.resizable = true
end
end