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: bad argument #2 to 'windowUpdateMode' (number expected, got nil) #30

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ShubhamKumbhar opened this issue Apr 13, 2020 · 8 comments
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@ShubhamKumbhar
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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'

@ShubhamKumbhar
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how can i correct this error

@Ulydev
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Ulydev commented Apr 13, 2020

Hello @ShubhamKumbhar, could you give me some more details so I can try to reproduce the issue?

@ShubhamKumbhar
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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

@ShubhamKumbhar
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ShubhamKumbhar commented Apr 13, 2020

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'

@Ulydev
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Owner

Ulydev commented Apr 13, 2020

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 :-)

@ShubhamKumbhar
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ShubhamKumbhar commented Apr 13, 2020 via email

@ShubhamKumbhar
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ShubhamKumbhar commented Apr 13, 2020 via email

@Ulydev
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Ulydev commented Apr 13, 2020

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!

@Ulydev Ulydev closed this as completed Apr 13, 2020
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