Some functions like ebiten.SetCursorMode use `running` to detect
whether the game starts or not. If the game starts, the main thread
must exist, but there was a timing when `running` was true but the
main thread didn't exist.
This change fixes this issue by changing the timing to call
`setRunning(true)` after the main thread initialization and before
`initOnMainThread`. `initOnMainThread` assumes that `running` is
true.
Closes#2742
On macOS, a window is hidden until buffers are swapped once. If a game is
not runnable on unfocused, as the window is hidden and unfocused, the
waiting loop for a window never ends.
This change fixes the issue by changing the loop condition.
Closes#2620
This commit mirrors https://github.com/libsdl-org/SDL/pull/7405
(6f1f586086).
Note that for SDL, this code is used a lot less than for Ebitengine, as SDL
mostly migrated to HIDAPI and direct USB device access rather than using
Android's APIs. For Bluetooth devices, however, the Java APIs are used the
same way.
This was the remaining problem to be solved to automatically support standard
layout on most standard gamepads (this should cover most Xbox-ish and PS-ish
gamepads on the market).
In particular this covers gamepads with the following assignment:
- Left stick = X/Y, right stick = Z/RZ, triggers = LEFTTRIGGER/RIGHTTRIGGER
(which basically is what Android docs say and some PS gamepads do)
- Left stick = X/Y, right stick = RX/RY, triggers = Z/RZ
(Xbox gamepad style, apparently)
- Left stick = X/Y, right stick = RX/RY, triggers = LEFTTRIGGER/RIGHTTRIGGER
(Not sure if this exists, but it's conceivable)
As we found on the SDL pull request discussion, gamepads that offer flight
controls (e.g. THROTTLE and RUDDER) will likely not work well, before and
after this change.
Closes#2557
pixelsForRestore was removed at 09e0320309
as the regions for restoring were minimized. However, this caused a
regression and increased allocations on Android.
This fix revives pixelsForRestore, but as a map with region keys and
byte slice values. pixelsForRestore no longer represents a byte slice
for an entire image.
Updates #2375
Implements native standard layout for Linux gamepads by using the kernel-provided button IDs, thereby expanding
support to gamepads not listed in gamecontrollerdb.txt.
Linux's docs: https://www.kernel.org/doc/Documentation/input/gamepad.txt
SDL2's source: https://fossies.org/linux/SDL2/src/joystick/linux/SDL_sysjoystick.c#l_1740
Note that I am NOT 100% convinced about the X/Y swap between Xbox and PlayStation controllers - the Xbox
compatible pad I have however does have BTN_NORTH and BTN_WEST swapped (and thus BTN_X and BTN_Y
assigned right), which confirms SDL's logic and opposes the kernel docs.
Tested with this gamepad: "20d6:2802 BDA Xbox ONE Core controller", label says "PowerA Model 1508491-02" - even
after clearing out gamecontrollerdb.txt, examples/gamepad shows a 100% correct mapping.
Closes#2052
Refactors native standard layout so standard axes and buttons can be implemented using any of axes, buttons or hats.
This is required to be able to implement a native standard layout mapping for Linux, as e.g. shoulder buttons can be
backed either by an analog or digital input.
Precedes #2587
Updates #2052
Before this change, texture atlases are created only for rendreing
sources.
This change enables to use texture atlases even for rendering
destinations, so that the number of textures will be drastically
reduced.
Closes#2581