got rid of the reference shenanigans from dimensions
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edcb7b8407
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@ -5,13 +5,13 @@ local dimtable = {
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ratio = {landscapeUW = 21 / 9, landscapeWide = 16 / 9, landscapeStd = 4 / 3, portrait = 9 / 16},
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ratio = {landscapeUW = 21 / 9, landscapeWide = 16 / 9, landscapeStd = 4 / 3, portrait = 9 / 16},
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}
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}
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local function transformToScreenSpace()
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dimtable.transformToScreenSpace = function()
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gfx.Translate((dimtable.screen.width - dimtable.view.width) / 2, 0);
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gfx.Translate((dimtable.screen.width - dimtable.view.width) / 2, 0);
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gfx.Scale(dimtable.view.width / dimtable.design.width, dimtable.view.height / dimtable.design.height);
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gfx.Scale(dimtable.view.width / dimtable.design.width, dimtable.view.height / dimtable.design.height);
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gfx.Scissor(0, 0, dimtable.design.width, dimtable.design.height);
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gfx.Scissor(0, 0, dimtable.design.width, dimtable.design.height);
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end
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end
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local function updateResolution(ratio)
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dimtable.updateResolution = function(ratio)
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if not ratio then ratio = dimtable.ratio.portrait end
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if not ratio then ratio = dimtable.ratio.portrait end
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local screenWidth, screenHeight = game.GetResolution()
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local screenWidth, screenHeight = game.GetResolution()
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@ -21,9 +21,4 @@ local function updateResolution(ratio)
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end
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end
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end
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end
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-- return by reference trickery:
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return dimtable
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local t = dimtable
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t.transformToScreenSpace = transformToScreenSpace
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t.updateResolution = updateResolution
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return t
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