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233 lines
7.1 KiB
233 lines
7.1 KiB
-- push.lua v0.2
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-- Copyright (c) 2017 Ulysse Ramage
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-- 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:
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-- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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-- 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.
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local push = {
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defaults = {
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fullscreen = false,
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resizable = false,
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pixelperfect = false,
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highdpi = true,
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canvas = true
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}
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}
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setmetatable(push, push)
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--TODO: rendering resolution?
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--TODO: clean up code
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function push:applySettings(settings)
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for k, v in pairs(settings) do
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self["_" .. k] = v
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end
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end
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function push:resetSettings() return self:applySettings(self.defaults) end
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function push:setupScreen(WWIDTH, WHEIGHT, RWIDTH, RHEIGHT, settings)
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settings = settings or {}
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self._WWIDTH, self._WHEIGHT = WWIDTH, WHEIGHT
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self._RWIDTH, self._RHEIGHT = RWIDTH, RHEIGHT
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self:applySettings(self.defaults) --set defaults first
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self:applySettings(settings) --then fill with custom settings
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love.window.setMode( self._RWIDTH, self._RHEIGHT, {
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fullscreen = self._fullscreen,
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resizable = self._resizable,
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highdpi = self._highdpi
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} )
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self:initValues()
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if self._canvas then
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self:setupCanvas({ "default" }) --setup canvas
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end
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self._borderColor = {0, 0, 0}
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self._drawFunctions = {
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["start"] = self.start,
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["end"] = self.finish
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}
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return self
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end
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function push:setupCanvas(canvases)
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table.insert(canvases, { name = "_render" }) --final render
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self._canvas = true
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self.canvases = {}
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for i = 1, #canvases do
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self.canvases[i] = {
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name = canvases[i].name,
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shader = canvases[i].shader,
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canvas = love.graphics.newCanvas(self._WWIDTH, self._WHEIGHT)
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}
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end
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return self
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end
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function push:setCanvas(name)
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if not self._canvas then return true end
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return love.graphics.setCanvas( self:getCanvasTable(name).canvas )
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end
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function push:getCanvasTable(name)
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for i = 1, #self.canvases do
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if self.canvases[i].name == name then
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return self.canvases[i]
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end
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end
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end
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function push:setShader(name, shader)
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if not shader then
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self:getCanvasTable("_render").shader = name
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else
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self:getCanvasTable(name).shader = shader
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end
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end
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function push:initValues()
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self._PSCALE = self._highdpi and love.window.getDPIScale() or 1
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self._SCALE = {
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x = self._RWIDTH/self._WWIDTH * self._PSCALE,
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y = self._RHEIGHT/self._WHEIGHT * self._PSCALE
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}
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if self._stretched then --if stretched, no need to apply offset
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self._OFFSET = {x = 0, y = 0}
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else
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local scale = math.min(self._SCALE.x, self._SCALE.y)
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if self._pixelperfect then scale = math.floor(scale) end
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self._OFFSET = {x = (self._SCALE.x - scale) * (self._WWIDTH/2), y = (self._SCALE.y - scale) * (self._WHEIGHT/2)}
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self._SCALE.x, self._SCALE.y = scale, scale --apply same scale to X and Y
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end
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self._GWIDTH = self._RWIDTH * self._PSCALE - self._OFFSET.x * 2
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self._GHEIGHT = self._RHEIGHT * self._PSCALE - self._OFFSET.y * 2
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end
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--[[ DEPRECATED ]]--
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function push:apply(operation, shader)
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if operation == "start" then
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self:start()
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elseif operation == "finish" or operation == "end" then
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self:finish(shader)
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end
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end
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function push:start()
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if self._canvas then
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love.graphics.push()
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love.graphics.setCanvas(self.canvases[1].canvas)
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else
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love.graphics.translate(self._OFFSET.x, self._OFFSET.y)
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love.graphics.setScissor(self._OFFSET.x, self._OFFSET.y, self._WWIDTH*self._SCALE.x, self._WHEIGHT*self._SCALE.y)
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love.graphics.push()
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love.graphics.scale(self._SCALE.x, self._SCALE.y)
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end
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end
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function push:finish(shader)
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love.graphics.setBackgroundColor(unpack(self._borderColor))
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if self._canvas then
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local _render = self:getCanvasTable("_render")
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love.graphics.pop()
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love.graphics.setColor(255, 255, 255)
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--draw canvas
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love.graphics.setCanvas(_render.canvas)
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for i = 1, #self.canvases - 1 do --do not draw _render yet
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local _table = self.canvases[i]
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love.graphics.setShader(_table.shader)
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love.graphics.draw(_table.canvas)
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end
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love.graphics.setCanvas()
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--draw render
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love.graphics.translate(self._OFFSET.x, self._OFFSET.y)
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love.graphics.setShader(shader or self:getCanvasTable("_render").shader)
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love.graphics.draw(self:getCanvasTable("_render").canvas, 0, 0, 0, self._SCALE.x, self._SCALE.y)
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--clear canvas
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for i = 1, #self.canvases do
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love.graphics.setCanvas( self.canvases[i].canvas )
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love.graphics.clear()
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end
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love.graphics.setCanvas()
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love.graphics.setShader()
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else
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love.graphics.pop()
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love.graphics.setScissor()
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end
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end
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function push:setBorderColor(color, g, b)
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self._borderColor = g and {color, g, b} or color
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end
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function push:toGame(x, y)
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x, y = x - self._OFFSET.x, y - self._OFFSET.y
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local normalX, normalY = x / self._GWIDTH, y / self._GHEIGHT
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x = (x >= 0 and x <= self._WWIDTH * self._SCALE.x) and normalX * self._WWIDTH or nil
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y = (y >= 0 and y <= self._WHEIGHT * self._SCALE.y) and normalY * self._WHEIGHT or nil
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return x, y
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end
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--doesn't work - TODO
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function push:toReal(x, y)
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return x+self._OFFSET.x, y+self._OFFSET.y
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end
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function push:switchFullscreen(winw, winh)
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self._fullscreen = not self._fullscreen
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local windowWidth, windowHeight = love.window.getDesktopDimensions()
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if self._fullscreen then --save windowed dimensions for later
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self._WINWIDTH, self._WINHEIGHT = self._RWIDTH, self._RHEIGHT
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elseif not self._WINWIDTH or not self._WINHEIGHT then
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self._WINWIDTH, self._WINHEIGHT = windowWidth * .5, windowHeight * .5
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end
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self._RWIDTH = self._fullscreen and windowWidth or winw or self._WINWIDTH
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self._RHEIGHT = self._fullscreen and windowHeight or winh or self._WINHEIGHT
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self:initValues()
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love.window.setFullscreen(self._fullscreen, "desktop")
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if not self._fullscreen and (winw or winh) then
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love.window.setMode(self._RWIDTH, self._RHEIGHT) --set window dimensions
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end
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end
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function push:resize(w, h)
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local pixelScale = love.window.getDPIScale()
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if self._highdpi then w, h = w / pixelScale, h / pixelScale end
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self._RWIDTH = w
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self._RHEIGHT = h
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self:initValues()
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end
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function push:getWidth() return self._WWIDTH end
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function push:getHeight() return self._WHEIGHT end
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function push:getDimensions() return self._WWIDTH, self._WHEIGHT end
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return push
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