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ebiten: Change the default value of IsRunningOnUnfocused to be true
Fixes #1180
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@ -151,7 +151,6 @@ func (m *mascot) Draw(screen *ebiten.Image) {
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func main() {
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ebiten.SetScreenTransparent(true)
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ebiten.SetWindowDecorated(false)
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ebiten.SetRunnableOnUnfocused(true)
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ebiten.SetWindowFloating(true)
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ebiten.SetWindowSize(width, height)
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if err := ebiten.RunGame(&mascot{}); err != nil {
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@ -92,6 +92,7 @@ const (
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var (
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theUI = &UserInterface{
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runnableOnUnfocused: true,
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origPosX: invalidPos,
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origPosY: invalidPos,
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initVsync: true,
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@ -46,9 +46,10 @@ type UserInterface struct {
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}
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var theUI = &UserInterface{
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sizeChanged: true,
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vsync: true,
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initFocused: true,
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runnableOnUnfocused: true,
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sizeChanged: true,
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vsync: true,
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initFocused: true,
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}
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func init() {
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7
run.go
7
run.go
@ -153,9 +153,6 @@ func (i *imageDumperGameWithDraw) Layout(outsideWidth, outsideHeight int) (scree
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// TPS (ticks per second) is 60 by default.
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// This is not related to framerate (display's refresh rate).
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//
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// game's Update is not called when the window is in background by default.
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// This setting is configurable with SetRunnableOnUnfocused.
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//
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// On non-GopherJS environments, RunGame returns error when 1) OpenGL error happens, 2) audio error happens or
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// 3) f returns error. In the case of 3), RunGame returns the same error.
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//
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@ -286,8 +283,8 @@ func IsRunnableOnUnfocused() bool {
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// SetRunnableOnUnfocused sets the state if the game runs even in background.
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//
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// If the given value is true, the game runs in background e.g. when losing focus.
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// The initial state is false.
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// If the given value is true, the game runs even in background e.g. when losing focus.
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// The initial state is true.
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//
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// Known issue: On browsers, even if the state is on, the game doesn't run in background tabs.
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// This is because browsers throttles background tabs not to often update.
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