Difference between revisions of "love.window.setMode"
(→Set orientation to portrait on Android) |
(note about using setMode in love.mousepressed) |
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* In Android, the aspect ratio deducted from the width and the height is used to determine whetever the game run in landscape or portrait. Furthermore it's asynchronous. Use [[love.resize]] to get the re-adjusted dimensions. | * In Android, the aspect ratio deducted from the width and the height is used to determine whetever the game run in landscape or portrait. Furthermore it's asynchronous. Use [[love.resize]] to get the re-adjusted dimensions. | ||
+ | |||
+ | * Using this method in [[love.mousepressed]] can cause the next mouse press to be ignored, so it's recommended to call it in [[love.mousereleased]] instead if needed | ||
* Transparent backgrounds are currently not supported. | * Transparent backgrounds are currently not supported. |
Latest revision as of 14:58, 21 June 2024
Available since LÖVE 0.9.0 |
Moved from love.graphics.setMode. |
Sets the display mode and properties of the window.
If width or height is 0, setMode will use the width and height of the desktop.
Changing the display mode may have side effects: for example, canvases will be cleared and values sent to shaders with Shader:send will be erased. Make sure to save the contents of canvases beforehand or re-draw to them afterward if you need to.
Contents
Function
Synopsis
success = love.window.setMode( width, height, flags )
Arguments
number width
- Display width.
number height
- Display height.
table flags
- The flags table with the options:
boolean fullscreen (false)
- Fullscreen (true), or windowed (false).
FullscreenType fullscreentype ("desktop")
- The type of fullscreen to use. This defaults to "normal" in 0.9.0 through 0.9.2 and to "desktop" in 0.10.0 and older.
number vsync (1)
- Enables or disables vertical synchronisation ('vsync'): 1 to enable vsync, 0 to disable it, and -1 to use adaptive vsync (where supported). Prior to 11.0 this was a boolean flag, rather than a number.
number msaa (0)
- The number of antialiasing samples.
boolean stencil (true)
- Whether a stencil buffer should be allocated. If true, the stencil buffer will have 8 bits.
number depth (0)
- The number of bits in the depth buffer.
boolean resizable (false)
- True if the window should be resizable in windowed mode, false otherwise.
boolean borderless (false)
- True if the window should be borderless in windowed mode, false otherwise.
boolean centered (true)
- True if the window should be centered in windowed mode, false otherwise.
number display (1)
- The index of the display to show the window in, if multiple monitors are available.
number minwidth (1)
- The minimum width of the window, if it's resizable. Cannot be less than 1.
number minheight (1)
- The minimum height of the window, if it's resizable. Cannot be less than 1.
boolean highdpi (false)
- True if high-dpi mode should be used on Retina displays in macOS and iOS. Does nothing on non-Retina displays. This is always enabled on Android.
boolean usedpiscale (true)
- Disables LOVE's automatic DPI scaling on high-DPI displays when false. This only has an effect when the
highdpi
flag is set to true, since the OS (rather than LOVE) takes care of everything otherwise.
Returns
boolean success
- True if successful, false otherwise.
Notes
love.conf may have more extensive documentation on the behavior of each window flag.
- If fullscreen is enabled and the width or height is not supported (see love.window.getFullscreenModes), the window may be resized to the closest available resolution and a resize event will be triggered.
- If the fullscreen type is "desktop", then the window will be automatically resized to the desktop resolution.
- If the width and height is bigger than or equal to the desktop dimensions (this includes setting both to 0) and fullscreen is set to false, it will appear "visually" fullscreen, but it's not true fullscreen and love.window.getFullscreen will return false in this case. This also applies to love.window.updateMode as well.
- If you have disabled the window in conf.lua (i.e.
t.window = false
) and use this function to manually create the window, then you must not call any other love.graphics.* function before this one. Doing so will result in undefined behavior and/or crashes because OpenGL cannot function properly without a window.
- In Android, the aspect ratio deducted from the width and the height is used to determine whetever the game run in landscape or portrait. Furthermore it's asynchronous. Use love.resize to get the re-adjusted dimensions.
- Using this method in love.mousepressed can cause the next mouse press to be ignored, so it's recommended to call it in love.mousereleased instead if needed
- Transparent backgrounds are currently not supported.
Examples
Make the window resizable with vsync disabled and a minimum size
function love.load()
love.window.setMode(800, 600, {resizable=true, vsync=0, minwidth=400, minheight=300})
end
Set orientation to portrait on Android
function love.load()
-- set portrait mode
love.window.setMode(1, 2) -- The actual resulting resolution will match the screen.
end
function love.resize(w, h)
-- get real dimensions
WindowWidth = w
WindowHeight = h
end
See Also
- love.window
- love.window.getMode
- love.window.getFullscreenModes
- love.window.setFullscreen
- love.window.setVSync
- love.resize
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