Canvas is this a good way to use it ?

Questions about the LÖVE API, installing LÖVE and other support related questions go here.
Forum rules
Before you make a thread asking for help, read this.
Post Reply
gcmartijn
Party member
Posts: 134
Joined: Sat Dec 28, 2019 6:35 pm

Canvas is this a good way to use it ?

Post by gcmartijn »

Yust to be sure, I already saw that I can use multiple canvas to draw thing in the background and use it later, and this is working for all devices.
This is something else then love.graphics.isSupported("multicanvas") that I don't want to use because I don't want to use simultaneously drawing and has less support.

The cool thing about a canvas is, that I can draw everything using 0,0 top left so its more easy to do some things (for me).

1.
Using more than one canvas, will that cost more gpu/cpu/mem ?

2.
But the real question is this, code below, is that the way to do it ?
See the top and bottom canvas like a menu and don't update very often.
The game is in the middle canvas.

Code: Select all

function love.load()
    canvasTop = love.graphics.newCanvas(config.screenWidth, 50)
    canvasMiddle = love.graphics.newCanvas(config.screenWidth, 550)
    canvasBottom = love.graphics.newCanvas(config.screenWidth, 90)
    love.graphics.setCanvas(canvasBottom)
    love.graphics.setColor(1, 0, 0, 0.5)
    love.graphics.rectangle("fill", 0, 0, config.screenWidth, 90)
    love.graphics.setCanvas()
end

function love.update(dt)
  -- nothing for canvas functions
end

function love.draw()

    love.graphics.setColor(1, 1, 1, 1)
    love.graphics.setCanvas(self.canvasTop) 
    -- do draw things for canvas Top
    
    love.graphics.setColor(1, 1, 1, 1)
    love.graphics.setCanvas(canvasMiddle)
    -- do draw things for canvas Middle
    
    -- do draw things for canvas bottom, or is this better in the love.update function
    canvasBottom:renderTo(
        function()
            love.graphics.clear()
            -- ^ Now because I use this, I can't do dynamic drawing like the rule below (because it will render over the other text)
            -- But now the whole idea about a canvas is 'faster' is away now,  but it is still easy to use I think.
            love.graphics.print("x: " .. tostring(love.mouse.getX()) .. " y: " .. tostring(love.mouse.getY()), 0, 0)
            
            -- The idea about the canvasBottom is to hold some buttons and indicators, so maybe this is the good way to do it
            if newUpdate then
              love.graphics.clear()
            end
            
            -- and do the things
        end
    )
    
    -- draw everything
    love.graphics.setCanvas()
    love.graphics.draw(canvasTop, 0, 0, 0, 1, 1)
    love.graphics.draw(canvasMiddle, 0, 50, 0, 1, 1)
    love.graphics.draw(canvasBottom, 0, 550, 0, 1, 1)
end
Post Reply

Who is online

Users browsing this forum: Bing [Bot] and 37 guests