Commit Graph

4842 Commits

Author SHA1 Message Date
Hajime Hoshi
dc5869f607 internal/ui: bug fix: InitUnfocused option didn't work
Updates #2924
Closes #3099
2024-09-14 17:36:10 +09:00
Hajime Hoshi
daa85d17c2 internal/file: bug fix: VirtualFS.Open(".") should always return a new entry
Closes #3081
2024-09-06 10:46:35 +09:00
Hajime Hoshi
29946d037b internal/gamepad: bug fix: crash when XInput and DInput gamepads were connected
Closes #3047
2024-07-20 22:30:56 +09:00
Hajime Hoshi
e5bb046a11 internal/gamepad: bug fix: GUID was not reliable as a unique identifier
Use a HID path as a gamepad unique identifier instead.

Closes #3046
2024-07-20 19:18:32 +09:00
cowboy.macke
bdb176a271 internal/ui: bug fix: crash by dropping an HTML element onto the canvas (#3044)
Closes #3043
2024-07-18 17:19:52 +09:00
Hajime Hoshi
71b7cedc5b internal/graphicscommand: bug fix: buffered write pixel args might never be released
Closes #3036
2024-07-12 11:31:49 +09:00
Hajime Hoshi
9988a0c4e9 internal/ui: bug fix: the screen size must be initialized first even when the canvas is unfocused
Closes #3034
2024-07-04 16:19:10 +09:00
Hajime Hoshi
f6cdf401fc internal/atlas: bug fix: compilation failure 2024-07-01 00:03:04 +09:00
Hajime Hoshi
001ac9a90e internal/atlas: backends for unmanaged images were never released
Closes #3030
2024-06-30 23:47:46 +09:00
Hajime Hoshi
f4ceb961af internal/ui: bug fix: the window size callback was not called on macOS
This is basically a revert of e150745598.

As the window size callback was not called, ebiten.WindowSize didn't
work correctly for a while.

Even after this change, the issue #2257 could not be reproduced. This
is mysterious, but probably macOS itself has updated.

Updates #2257
Closes #3029
2024-06-30 16:02:23 +09:00
Hajime Hoshi
5e39cfec14 internal/ui: bug fix: wrong property names were specified
Closes #2975
2024-04-30 23:33:40 +09:00
Hajime Hoshi
17d75bfaad internal/gamepaddb: bug fix: platform was not initialized correctly
After 6552ae1dbe, the order of the init
function calls changed, and then the platform was not initialized
correctly.

This change fixes this issue by not relying on an init function to
get the platform.

Closes #2964
2024-04-18 13:30:31 +09:00
Hajime Hoshi
4d268f5ce4 internal/ui: bug fix: a window was shown unexpectedly at start-up
Closes #2951
2024-04-07 02:56:07 +09:00
Hajime Hoshi
3136de4958 internal/ui: bug fix: setting a size failed for an invisible window
Updates #2725
Closes #2951
2024-04-06 22:28:56 +09:00
Hajime Hoshi
5cab3cc88f Revert "internal/graphicsdriver/directx: add 'tearing' for EBITENGINE_DIRECTX"
This reverts commit b6252a41f2.

Reason: We need more investigation about tearing and vsync=off

Updates #2858
2024-03-30 20:09:01 +09:00
Hajime Hoshi
fd2c79398e Revert "internal/atlas: refactoring: ensure ReadPixels to be processed in a frame"
This reverts commit 55702a7c28.

Reason: This didn't work with the single-thread mode.

Updates #1704
Closes #2939
2024-03-26 13:10:00 +09:00
Hajime Hoshi
459ad709a6 internal/gamepaddb: omit the database for consoles
Updates #2936
2024-03-25 03:08:19 +09:00
Hajime Hoshi
04c4676b7c internal/png: update with Go 1.22 2024-03-24 20:36:31 +09:00
Hajime Hoshi
6552ae1dbe internal/gamepaddb: do not include the database for browsers
This reduces Wasm binary size by 525kb.
2024-03-24 20:16:11 +09:00
Hajime Hoshi
dc8baf96f9 internal/gamepaddb: update the database 2024-03-24 19:18:49 +09:00
Hajime Hoshi
d04d6271d0 internal/ui: bug fix: reset some input states on blur events on browsers
Closes #2874
2024-03-24 16:03:17 +09:00
Hajime Hoshi
f4029aaa77 ebiten: add (*Monitor).Size() to replace ScreenSizeInFullscreen()
Also, this change fixes redundant checks the case when a monitor
does not exist. Now Ebitengine checks a monitor existence at the
initialization.

Closes #2145
Closes #2795
2024-03-23 23:32:43 +09:00
Hajime Hoshi
b6252a41f2 internal/graphicsdriver/directx: add 'tearing' for EBITENGINE_DIRECTX
Now tearing happens only when 'tearing' is specified and vsync is off.

Closes #2858
2024-03-23 17:53:13 +09:00
Hajime Hoshi
ea6fce45ff internal/shader: bug fix: crash on assignment mismatches 2024-03-23 15:30:49 +09:00
Hajime Hoshi
66667fe877 internal/shader: bug fix: test failures
Updates #2934
2024-03-23 15:15:33 +09:00
Hajime Hoshi
7842942b24 internal/shader: bug fix: need to covert constant type correctly for assignments
Closes #2934
2024-03-23 15:08:34 +09:00
Hajime Hoshi
e7bb66bb2f internal/shader: bug fix: ++/-- statements didn't work for vec2 on browsers
Closes #2933
2024-03-22 23:15:33 +09:00
Mykhailo Lohachov
1586c6764a
internal/shaderir: Kage update support for shift operators (#2916)
Closes #2755
2024-03-22 18:14:03 +09:00
Hajime Hoshi
b7dd45c0e4 internal/gamepad: ignore the very first MotionEvent with 0 value for Android
On Android, MotionEvent with 0 values might come for axes when connecting
a gamepad, even though a user didn't touch any axes. This is problematic
especially for tirgger axes, where the default value should be -1.

This change fixes the issue by adding a new state `axesReady` to check
if an axis is really touched or not. If an axis is not touched yet,
a button value for a standard (trigger) button always returns 0.

This change also removes an old hack to initialize axis values for
triggers.

Closes #2598
2024-03-21 22:28:48 +09:00
Hajime Hoshi
9faa3f4601 internal/gamepaddb: refactoring 2024-03-16 17:57:52 +09:00
Hajime Hoshi
696938987d internal/gamepad: use locks for consistency
Perhaps Gamepad's m might not be needed, but let's use the lock for
consistency for the current situation.
2024-03-16 16:31:49 +09:00
Hajime Hoshi
209dc50f72 internal/gamepaddb: refactoring 2024-03-16 15:37:42 +09:00
Hajime Hoshi
047858aa59 internal/gamepaddb: rename functions 2024-03-16 15:16:29 +09:00
Hajime Hoshi
bb6430d3ba internal/shader: bug fix: unexpected crash for out of range
Closes #2926
2024-03-13 11:37:00 +09:00
Hajime Hoshi
7389f9ddb2 ebiten: add KeyIntlBackslash
Updates #2921
2024-03-12 12:49:02 +09:00
Hajime Hoshi
63e97c7064 internal/shader: bug fix: needed to resolve const and non-const types
Closes #2922
2024-03-10 19:49:19 +09:00
Hajime Hoshi
c9a973c6c1 internal/ui: bug fix: needed to focus the window at launch
Updates #2725
Closes #2924
2024-03-10 12:44:28 +09:00
Hajime Hoshi
9a7dcb1077 internal/shader: bug fix: failed to return an array in HLSL
Closes #2923
2024-03-10 11:59:50 +09:00
Hajime Hoshi
927e025982 internal/shader: bug fix: wrong type conversion for min, max, and clamp
Closes #2922
2024-03-10 11:30:06 +09:00
Hajime Hoshi
c0d9954b3e exp/textinput: use native pixels for a candidate window position 2024-03-03 23:35:34 +09:00
Hajime Hoshi
3e4c47eb70 internal/ui: refactoring 2024-03-03 23:27:02 +09:00
Hajime Hoshi
cc3db584f2 internal/shader: allow integer types for clamp
Closes #2788
2024-02-25 21:21:27 +09:00
Hajime Hoshi
4b9508c523 internal/shader: bug fix: wrong type checks on min/max
Updates #2788
2024-02-25 21:17:54 +09:00
Hajime Hoshi
e8cdf885c0 internal/shader: allow integer types for min and max
Updates #2788
2024-02-25 20:18:19 +09:00
Hajime Hoshi
face5fd870 internal/shader: allow integer types for abs and sign
Updates #2788
2024-02-25 18:16:44 +09:00
Mykhailo Lohachov
012fe52b6f
internal/atlas: use bit manipulation for function power of 2 -like functions (#2915)
Closes #2914
2024-02-25 02:06:52 +09:00
Hajime Hoshi
64cb6cf8a9 internal/atlas: reduce test flakiness 2024-02-24 23:03:12 +09:00
Hajime Hoshi
732eedf2e0 all: use github.com/ebitengine/gomobile instead of golang.org/x/mobile
Closes #2748
Closes #2899
2024-02-24 22:07:27 +09:00
Hajime Hoshi
40f3cbe1e3 internal/ui: bug fix: DeviceScaleFactor should be initialized asap on Android
Closes #2913
2024-02-24 19:48:20 +09:00
Hajime Hoshi
df68cbfc5b internal/gamepaddb: update the database 2024-02-21 20:36:46 +09:00