Hajime Hoshi
|
8e40b2562e
|
internal/ui: remove an error returning value from Game.Draw
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2022-04-01 19:10:10 +09:00 |
|
Hajime Hoshi
|
3ae4e873e6
|
ebiten: refactoring: remove an unused member Image.screen
|
2022-04-01 18:17:07 +09:00 |
|
Hajime Hoshi
|
ea1c18d124
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internal/ui: rename contextImpl -> context
|
2022-04-01 17:59:44 +09:00 |
|
Hajime Hoshi
|
09a548e055
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internal/ui: consider the case when currentMonitor() returns nil
Closes #1887
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2022-04-01 03:51:28 +09:00 |
|
Hajime Hoshi
|
03bf60cd92
|
inpututil: revert inpututil changes
This reverts these commits:
* 0fd630100f
* 798b60b67c
* 5bb22d2bcf
Reason: this change is no longer needed.
Updates #2027
Updates #2039
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2022-04-01 02:24:53 +09:00 |
|
Hajime Hoshi
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07a7aca1b3
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internal/gamepad: skip gamepads with more than 32 buttons
This change was removed at ef45058037
accidentally.
Updates #1173
Updates #2039
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2022-04-01 02:24:15 +09:00 |
|
Hajime Hoshi
|
b5a9ff007c
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internal/ui: bug fix: WindowPosition /SetWindowPosition didn't work on macOS fullscreen
Updates #1590
Closes #2043
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2022-03-30 12:10:48 +09:00 |
|
Hajime Hoshi
|
172da82aa7
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internal/ui: optimization: reduce u.t.Call
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2022-03-30 03:28:18 +09:00 |
|
Hajime Hoshi
|
f2860bebed
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internal/ui: remove an unnecessary hack to resize the window
The bug (#1606) is no longer reproducible even without the hack.
Updates #1606
Updates #1609
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2022-03-30 02:48:39 +09:00 |
|
Hajime Hoshi
|
feb70963c6
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internal/ui: force to put the window in the initial monitor
To make things simple, let's not put the window outside the initial
monitor.
Updates #1351
Closes #1575
|
2022-03-30 01:56:35 +09:00 |
|
Hajime Hoshi
|
b2e0a7b267
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update Oto
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2022-03-29 03:34:08 +09:00 |
|
Hajime Hoshi
|
07d6419dc6
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internal/ui: bug fix: DeviceScaleFactor was not concurrent-safe before the main loop
Updates #1575
Closes #2042
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2022-03-29 00:27:44 +09:00 |
|
Hajime Hoshi
|
2d912a2387
|
internal/shaderir/hlsl: bug fix: wrong offset of uniform array variables
Closes #2038
|
2022-03-27 01:49:52 +09:00 |
|
Hajime Hoshi
|
aef00a5235
|
internal/shader: bug fix: wrong type deduction at (scalar)*(matrix)
Updates #2037
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2022-03-27 01:22:54 +09:00 |
|
Hajime Hoshi
|
6bd3c81e27
|
internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix-array variables were passed wrongly
Updates #2036
|
2022-03-27 00:32:30 +09:00 |
|
Hajime Hoshi
|
eaad959472
|
internal/graphicsdriver/metal: remove println
|
2022-03-27 00:12:34 +09:00 |
|
Hajime Hoshi
|
f6d87f6ee8
|
internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix variables were passed wrongly
Updates #2036
|
2022-03-26 23:58:48 +09:00 |
|
Hajime Hoshi
|
e1a3f12e68
|
.github/workflows: add a test for GOARCH=arm64 for macOS
Closes #1790
|
2022-03-26 23:07:34 +09:00 |
|
divVerent
|
0fd630100f
|
inpututil: allow an arbitrary number of gamepad buttons. (#2031)
Fixes crash in inpututil when a gamepad with more than "allowed" buttons is
connected.
Closes #2027
|
2022-03-26 20:25:41 +09:00 |
|
Hajime Hoshi
|
79e93d3b12
|
internal/graphicsdriver: introduce the DirectX driver
Closes #1007
|
2022-03-26 20:09:34 +09:00 |
|
Hajime Hoshi
|
a936ffc032
|
internal/shader: restrict the number of arguments for atan/atan2
|
2022-03-26 19:40:04 +09:00 |
|
Hajime Hoshi
|
d30a31b16c
|
internal/shaderir/hlsl: add function forward declarations
|
2022-03-26 19:10:03 +09:00 |
|
divVerent
|
1de1bfef55
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internal/gamepad: fix uint16 underflow handling in gamepads. (#2030)
Fixes crash where Ebiten considers a keyboard a gamepad with way too many buttons.
Updates #2027
|
2022-03-26 15:41:59 +09:00 |
|
Hajime Hoshi
|
dcccd27629
|
internal/shaderir/msl: bug fix: mod for a vector and a scalar didn't work
Updates #2029
|
2022-03-26 02:57:38 +09:00 |
|
Hajime Hoshi
|
52376170a4
|
internal/shaderir: bug fix: float4x4(x) initialized all the components unexpectedly
See https://docs.microsoft.com/en-us/windows/win32/direct3d9/casting-and-conversion#parameter-value-modifiers
Updates #1007
|
2022-03-26 02:05:35 +09:00 |
|
Hajime Hoshi
|
cfd0de5c41
|
internal/shaderir: make outputs for unexpected operators consistent
|
2022-03-26 01:40:02 +09:00 |
|
Hajime Hoshi
|
4893b13acc
|
internal/shaderir: add internal/shaderir/hlsl
Updates #1007
|
2022-03-26 01:31:05 +09:00 |
|
Hajime Hoshi
|
b96b75d51c
|
ebiten: add TestShaderMatrixInitialize
|
2022-03-26 01:19:20 +09:00 |
|
Hajime Hoshi
|
7a33837ed7
|
audio: change the type of SetBufferSize to time.Duration
Updates #2026
|
2022-03-25 20:47:01 +09:00 |
|
Hajime Hoshi
|
0e8c423e51
|
Revert "audio: add (*Player).UnplayedBufferSize (#2021)"
This reverts commit 7744013b05 .
Reason: This is no longer needed and SetBufferSize is enough.
Updates #2020
Updates #2026
|
2022-03-25 20:28:32 +09:00 |
|
Hajime Hoshi
|
9bfbbb6e9e
|
internal/ui: add graphicsDriverGetter.getDirectX()
Updates #1007
|
2022-03-25 19:43:38 +09:00 |
|
Hajime Hoshi
|
08783542eb
|
audio: add Player.SetBufferSize
This change also adds examples/realtimepcm.
Closes #2026
|
2022-03-25 19:27:25 +09:00 |
|
Hajime Hoshi
|
798b60b67c
|
inpututil: bug fix: compile error
|
2022-03-25 14:36:34 +09:00 |
|
Hajime Hoshi
|
e4d0050452
|
internal/gamepad: bug fix: compile error
Updates #2027
|
2022-03-25 14:35:03 +09:00 |
|
Hajime Hoshi
|
5bb22d2bcf
|
inpututil: bug fix: GamepadButtonNum can exceed GamepadButtonMax
Closes #2027
|
2022-03-25 14:31:12 +09:00 |
|
Hajime Hoshi
|
b985689010
|
internal/gamepad: bug fix: crash when a too big button code is reported on Linux
Updates #2027
|
2022-03-25 14:28:09 +09:00 |
|
Hajime Hoshi
|
d74a627f41
|
audio/internal/cbackend: adjust the defalut buffer size to Oto's
|
2022-03-25 03:47:21 +09:00 |
|
Hajime Hoshi
|
e2de758160
|
audio/internal/cbackend: update comments
|
2022-03-25 03:46:57 +09:00 |
|
Hajime Hoshi
|
51091cd5bc
|
update Oto
Updates #2026
|
2022-03-25 02:35:05 +09:00 |
|
Hajime Hoshi
|
c61be3c532
|
internal/ui: bug fix: getMetal might return a nil pointer as a non-nil interface
|
2022-03-24 13:36:53 +09:00 |
|
Hajime Hoshi
|
eeb5687b73
|
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to pointers
On second thought, returning pointers is more natural. Handling
nil is a caller's responsibility.
|
2022-03-24 13:20:36 +09:00 |
|
Hajime Hoshi
|
7bb7e45522
|
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to interface
Converting a nil with a pointer type to an interface type is no longer
a nil-nil interface, and then comparing with nil causes an unexpected
results.
|
2022-03-24 03:24:58 +09:00 |
|
Hajime Hoshi
|
60e9ff35b2
|
go generate
Updates #2025
|
2022-03-24 02:42:52 +09:00 |
|
Hajime Hoshi
|
aee391e8d7
|
add Kacper Drobny to AUTHORS
|
2022-03-24 02:42:13 +09:00 |
|
Kacper Drobny
|
de8c02a00f
|
ebiten: add missing backward compatibility Add key (#2024)
Closes #2025
|
2022-03-24 02:41:24 +09:00 |
|
Hajime Hoshi
|
3074dca670
|
internal/ui: add the EBITEN_GRAPHICS_LIBRARY environment variable
The `ebitengl` build tag is gone instead.
Closes #2007
|
2022-03-24 02:23:37 +09:00 |
|
Hajime Hoshi
|
06d2905893
|
update CONTRIBUTING.md
|
2022-03-23 13:41:29 +09:00 |
|
Hajime Hoshi
|
6e07e3bab9
|
update CONTRIBUTING.md
|
2022-03-23 13:38:23 +09:00 |
|
Hajime Hoshi
|
06795fd19d
|
update CONTRIBUTING.md
|
2022-03-23 12:05:44 +09:00 |
|
Hajime Hoshi
|
78da232f53
|
update README
|
2022-03-23 03:56:46 +09:00 |
|