Commit Graph

877 Commits

Author SHA1 Message Date
Hajime Hoshi
e1992347b7 internal/graphicscommand: rename SetRenderingThread -> SetRenderThread 2022-12-30 13:51:32 +09:00
Hajime Hoshi
fa4916d063 internal/ui: refactoring 2022-12-30 13:28:00 +09:00
Hajime Hoshi
3f753b7086 internal/ui: refactoring: remove unnecessary hack for unfocusing
The sleeping for an unfocused state also happens in (*userInterfaceImpl).update().

Updates #982
Updates #987
2022-12-30 00:41:46 +09:00
Hajime Hoshi
7e7deeab22 internal/ui: bug fix: SetWindowIcon crashed in the single-thread mode
Updates #1468
Closes #2513
2022-12-30 00:01:11 +09:00
Hajime Hoshi
b597ed1e27 internal/ui: remove unnecessary swapBuffer call
This was introduced at 9e161864f6, the
background is now unclear. Things work even without this hack.

Updates #157
Updates #158
2022-12-29 21:48:37 +09:00
Hajime Hoshi
42c08698fb internal/ui: give up re-rendering on resizing the window
It seems difficult to implement this correctly as long as the rendering
thread is the same as the main thread.

Closes #2144
Updates #2512
2022-12-29 21:27:44 +09:00
Hajime Hoshi
dd853050e9 internal/ui: refactoring 2022-12-29 21:09:30 +09:00
Hajime Hoshi
4d89b5de07 internal/ui: refactoring 2022-12-29 20:47:32 +09:00
Hajime Hoshi
e5b9569142 internal/ui: bug fix: the env variable should be used only when the library is not specified
Updates #2378
2022-12-29 15:44:55 +09:00
Hajime Hoshi
5e17791e4e internal/ui: bug fix: an offscreen was broken with SetScreenClearedEveryFrame(false)
Updates #2500
Closes #2510
2022-12-29 14:57:07 +09:00
Hajime Hoshi
c638727759 internal/thread: remove Stop and use context.Context instead 2022-12-28 17:11:55 +09:00
Hajime Hoshi
01eb1a0bca internal/ui: refactoring 2022-12-28 16:44:22 +09:00
Hajime Hoshi
e9248c6f33 internal/ui: rename t -> mainThread 2022-12-28 15:59:53 +09:00
Hajime Hoshi
ece60af1b7 internal/graphicsdriver/metal: stop using presentsWithTransaction
presentsWithTransaction caused many troubles. The critical thing was
that nextDrawable sometimes took more than one second when a user
inputs with NSTextView.

Fortunately, applications work well even without presentsWithTransaction.

Updates #1029
Updates #1196
Updates #1745
Updates #1974
2022-12-27 19:00:56 +09:00
Hajime Hoshi
5e7ec81f5c internal/ui: rename functions 2022-12-27 12:54:01 +09:00
Hajime Hoshi
41a68bf17b internal/ui: remove unused functions 2022-12-26 22:43:20 +09:00
Hajime Hoshi
dd7e125d9c ebiten: add KeyName for desktops and browsers
Updates #1904
2022-12-25 03:37:29 +09:00
Hajime Hoshi
e6346c01d2 internal/ui: stop panicking at Key.String 2022-12-25 00:33:08 +09:00
Hajime Hoshi
d3655940bd internal/ui: bug fix: input states must be updated before the hook
Closes #2502
2022-12-21 11:46:58 +09:00
Hajime Hoshi
a5b6f39ed7 internal/ui: bug fix: reset the input state immediately after reading
Before this change, the input state was reset at the end of a tick.
This means that wheel deltas or input chars in a tick might be reset
unexpectedly.

This change fixes the issue by reseting the input state immediately
when reading, so that wheel events and input-char events are preserved.

Updates #2496
Updates #2501
2022-12-21 00:27:28 +09:00
Hajime Hoshi
38f802cb40 internal/ui: simplify the logic of skipping rendering 2022-12-20 11:34:47 +09:00
Hajime Hoshi
59295cc85f internal/ui: bug fix: input state should be reset for each tick, not frame
Before this change, input states were reset for each frame. When FPS
is bigger than TPS, the input state was reset more often than expected
and then some inputs were missing.

This change fixes the issue by resetting input states not for each frame
but for each tick.

This change also updates some comments of the input API.

Updates #2496
Closes #2501
2022-12-20 10:07:19 +09:00
Hajime Hoshi
3eb2b480be internal/ui: bug fix: adjust the max skip count for fullscreening
Closes #2500
2022-12-20 02:46:45 +09:00
Hajime Hoshi
d1b9a0a9a1 internal/ui: freeze the input state for each frame
After this change, the input APIs will return more consistent results
for one frame.

Closes #2496
2022-12-18 23:54:43 +09:00
Hajime Hoshi
3152d88477 internal/ui: remove old Edge browser support
Closes #1059
2022-12-16 22:56:36 +09:00
Hajime Hoshi
9ad7a55db2 internal/ui: remove unused functions 2022-12-16 15:17:59 +09:00
Hajime Hoshi
61a009e508 internal/ui: bug fix: FPS drop on fullscreen on macOS 13
Updates #1745
Closes #2495
2022-12-16 02:59:06 +09:00
Hajime Hoshi
72dc730b42 internal/ui: bug fix: care the case when CoInitializeEx returns S_FALSE 2022-12-13 13:01:32 +09:00
Hajime Hoshi
8ab220df7f internal/ui: bug fix: compile error 2022-12-13 02:38:45 +09:00
Hajime Hoshi
b022f6d86a internal/ui: bug fix: error check at syscall 2022-12-13 02:26:07 +09:00
Hajime Hoshi
0bec1e65fa ebiten: add RunGameOptions.SkipTaskbar
Closes #1518
2022-12-13 02:00:44 +09:00
Hajime Hoshi
3024e07ecc ebiten: add RunGameOptions.ScreenTransparent
Closes #2378
2022-12-09 22:50:57 +09:00
Hajime Hoshi
d31b0189a2 ebiten: add RunGameOptions.InitUnfocused
Updates #2378
2022-12-09 21:27:32 +09:00
Hajime Hoshi
bb68ebfcad ebiten: add RunGameWithOptions to specify graphics library
This also adds mobile.SetGameWithOptions.

Updates #2378
2022-12-09 21:27:31 +09:00
Hajime Hoshi
015ce2b262 internal/ui: refactoring: reduce APIs 2022-12-09 00:05:22 +09:00
Hajime Hoshi
14688348a8 internal/ui: bug fix: wrong calculation of wheel scrolling
Closes #2487
2022-12-08 02:10:01 +09:00
Hajime Hoshi
89c64f83e3 ebiten: performance improvement by reducing allocations of []float32 2022-12-03 21:53:56 +09:00
Hajime Hoshi
6a72b1e10d internal/ui: refactoring 2022-12-03 21:25:28 +09:00
Hajime Hoshi
0a6813c17f internal/graphics: use flatten []float32 slice instead of [][]float32
Closes #2479
2022-12-03 20:23:58 +09:00
Hajime Hoshi
9d74784723 internal/ui: refactoring: simplify ConvertUniforms 2022-12-03 18:26:30 +09:00
Hajime Hoshi
61f1d8b69f internal/graphics: remove the common vertices backend
It was actually impossible to use the common vertices backend in a
thread-safe manner, and actually this caused race conditions.

This changes fixes the issue by giving up a central backend, and
letting images have their own vertices buffer.

Closes #2473
2022-12-03 01:02:23 +09:00
Hajime Hoshi
3386908902 ebiten: swap the definition MouseButtonMiddle and MouseButtonRight
This follows the Web standard.

Closes #2468
2022-11-27 13:51:09 +09:00
Hajime Hoshi
e98661c1d3 internal/ui: forbid fullscreen on Xbox 2022-11-25 00:59:15 +09:00
Hajime Hoshi
9e9cec249a ebiten: make some MouseButton definitions explicit
This change redefines named mouse button consts like MouseButtonLeft
to use MouseButton0, so that users can know which enums are the same
and different.

Updates #2445
2022-11-23 04:41:11 +09:00
Kacper Drobny
6e12fd13e4
ebiten: add additional MouseButtons (#2467)
Closes #2445
2022-11-23 04:28:34 +09:00
Hajime Hoshi
bba196d1ec ebiten: allow array types for uniform variables
Closes #2448
2022-11-18 14:08:31 +09:00
Hajime Hoshi
7d146fb70b internal/ui: bug fix: IsGL / SetUIView can be called before initialization is done
The functions in the package `mobile/ebitenmobileview` could be invoked
from EbitenViewController even before the graphics driver initialization
is done in theory.

This change fixes this issue by waiting the initialization by
channels. Also, this change adds error handlings at these functions.

Closes #2455
2022-11-15 01:53:20 +09:00
Hajime Hoshi
1e86e7fa18 internal/ui: refactoring: reduce opengles build tags
Updates #292
2022-11-14 02:46:34 +09:00
Hajime Hoshi
d09fd90963 internal/ui: use EGL for OpenGL ES
Updates #292
2022-11-13 06:23:30 -08:00
Hajime Hoshi
8c49c88b08 internal/graphicsdriver/opengl: refactoring 2022-11-13 15:27:37 +09:00
Hajime Hoshi
42566c6c9a internal/graphicsdriver/opengl: refactoring: remove SetCanvas 2022-11-13 15:18:44 +09:00
Hajime Hoshi
a0a5f2b301 internal/graphicsdriver/opengl: remove SetGomobileGLContext
This change is needed to initialize the context at opengl.NewGraphics.

Updates #2451
2022-11-13 15:07:14 +09:00
Hajime Hoshi
1ecac8d834 all: allow integer uniform variables for Kage shaders
Closes #2305
Updates #2448
2022-11-13 01:49:24 +09:00
Hajime Hoshi
419bb4c1e9 all: use uint32 instead of float32 for uniform values
This is a preparation for other types of uniform values.

Updates #2305
2022-11-12 20:28:07 +09:00
Hajime Hoshi
0d6b42fedd internal/ui: refactoring: keep screen/offscreen sizes as float64
Updates #2285
2022-11-09 01:18:41 +09:00
TotallyGamerJet
8c5f525ac2
internal/ui: use RegisterClass API (#2442)
Updates #1162

This change uses purego's new RegisterClass API to clean up the
EbitengineWindowDelegate ObjC class. Doing so makes the code
easier to read and more efficient since it directly get the origResizable
and origDelegate fields.
2022-11-07 14:31:39 +09:00
Hajime Hoshi
58f95dd1e0 internal/ui: clean-up 2022-11-05 14:20:48 +09:00
Hajime Hoshi
cff99106b6 internal/ui: bug fix: fullscreening didn't work correctly on macOS 13
As of macOS 13, a retrieved collectionBehavior included
NSWindowCollectionBehaviorFullScreenNone and this prevented the window
from being fullscreen.

This change fixes this issue by removing the flag
NSWindowCollectionBehaviorFullScreenNone when necessary.

Closes #2437
2022-11-05 14:07:02 +09:00
Hajime Hoshi
50021ef3e4 internal/graphicscommand: use buffers for []float32 to reduce allocations 2022-11-04 21:55:44 +09:00
Hajime Hoshi
005e87a917 internal/ui: prepare extra capacities for uniform variables 2022-11-04 03:18:49 +09:00
Artem Yadelskyi
10415d417a
all: replace interface{} with any (#2430)
Closes #2429
2022-11-03 15:33:09 +09:00
Artem Yadelskyi
5b53cef59e
all: remove old // +build comments (#2431)
Closes #2325
2022-11-03 12:55:14 +09:00
Hajime Hoshi
ac08ebe080 internal/ui: set SwapInterval(0) when resizing the window
This mitigates flickering at least on macOS with OpenGL.

Updates #2144
2022-10-29 17:49:32 +09:00
Hajime Hoshi
066029539e internal/ui: clean-up code
A callback is preferred to a dirty flag.

Updates #2341
2022-10-28 19:07:37 +09:00
Hajime Hoshi
b019a3723a internal/ui: optimize GPU usages when the screen doesn't have to be updated
This change skips rendering when 1) the screen is not cleared every frame
(`SetScreenClearedEveryFrame(false)`) and 2) Draw doesn't draw anything
onto the screen. The GPU usages decreased on some machines (e.g. GPU usage
was 10% with an empty Ebitengine project and became 2-3 % on a Windows
machine).

Updates #2341
2022-10-28 18:51:06 +09:00
Hajime Hoshi
3b7bc2fc57 internal/ui: remove unnecessary comments 2022-10-23 00:39:37 +09:00
Hajime Hoshi
fc2f999ebf internal/ui: refactoring: separate globalState into a new file 2022-10-23 00:11:35 +09:00
Hajime Hoshi
422de70d59 internal/ui: bug fix: screenshot didn't include antialias renderings 2022-10-22 14:19:24 +09:00
Hajime Hoshi
c49db07e75 internal/ui: bug fix: wrong property name was used
Closes #2400
2022-10-21 21:37:27 +09:00
Hajime Hoshi
f04e391cb4 all: rename emptyImage -> whiteImage 2022-10-21 15:26:56 +09:00
Hajime Hoshi
a990d79905 internal/ui: refactoring 2022-10-21 03:11:13 +09:00
Hajime Hoshi
9ec23ddeb4 ebiten: add DrawTrianglesOptions.AntiAlias and DrawTrianglesShaderOptions.AntiAlias
Closes #2385
2022-10-21 02:07:41 +09:00
Hajime Hoshi
2855095ac9 all: unify terms for buffers and flushing 2022-10-16 19:47:00 +09:00
Hajime Hoshi
09a7d39874 internal/graphicsdriver: add Blend struct
This is a preparation to specify blend factors and blend operators.

Updates #2382
2022-10-16 01:08:26 +09:00
Hajime Hoshi
32a2a705c0 internal/ui: flush the cache of the final screen after DrawScreen
The screen image might have a cache in the future.

Updates #2385
2022-10-15 01:59:53 +09:00
Hajime Hoshi
f15536e8de ebiten: refactoring: remove imageDumperGame
This enables passing the user's Game to internal/ui without wrapping.

This is necessary to check whether the user's Game implements an
optional function or not.

Updates #2046
2022-10-14 02:58:31 +09:00
Hajime Hoshi
25ae96db89 internal/ui: move screenScaleAndOffsets to the ebiten package
Updates #2046
2022-10-14 01:58:07 +09:00
Hajime Hoshi
03621e22c6 internal/ui: remove unnecessary mutex
Now (*context).updateFrame and (*context).adjustPosition are not called
in parallel even though the goroutines might be different.
2022-10-14 01:47:52 +09:00
Hajime Hoshi
4bd3a9ef8f internal/ui: refactoring: move the screen rendering logic to ebiten package
Updates #2046
2022-10-14 00:34:40 +09:00
Hajime Hoshi
08e6f5af86 internal/graphicsdriver: remove FramebufferYDirection 2022-10-14 00:05:59 +09:00
Hajime Hoshi
c23af8fa3a internal/ui: remove unnecessary comments 2022-10-13 12:28:32 +09:00
Hajime Hoshi
30088cf602 internal/ui: refactoring: reduce uniform variable
This might degrade performance, but can demonstrate how to get the
scale of the screen.

Updates #2046
2022-10-13 00:59:51 +09:00
Hajime Hoshi
91275e8fc2 internal/ui: add comments
Updates #1431
2022-10-12 02:46:08 +09:00
Hajime Hoshi
9c07b20f2b internal/ui: remove an odd cast 2022-10-02 23:20:16 +09:00
Hajime Hoshi
efd91c8b86 internal/ui: remove unused arguments from DrawTriangles
Closes #2369
2022-10-02 23:10:27 +09:00
Hajime Hoshi
d823e22bed internal/mipmap: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 23:06:32 +09:00
Hajime Hoshi
0ae2b1bc24 all: remove unnecessary conditions
Now a Kage shader is always used.
2022-10-02 22:30:59 +09:00
Hajime Hoshi
0b45ca7057 ebiten: reduce duplicated shader compilations 2022-10-02 20:33:50 +09:00
Hajime Hoshi
311aa7dcf8 all: use Kage shaders in internal packages
Updates #2369
2022-10-02 19:17:09 +09:00
Hajime Hoshi
eea11ba6cb internal/ui: use a Kage shader for Fill
Updates #2364
2022-10-02 16:08:33 +09:00
Hajime Hoshi
7b6f726729 internal/ui: skip uniform variables when possible
Updates #2364
2022-10-02 16:02:44 +09:00
Hajime Hoshi
239f9de2ca internal/ui: use Kage shaders
Updates #2364
2022-10-02 15:54:48 +09:00
Hajime Hoshi
5e459bbe42 internal/graphicsdriver/opengl, metal, directx: use premultiplied alpha format for color scales
Updates #2365
2022-10-02 13:38:21 +09:00
Hajime Hoshi
d00bd1cb16 internal/ui: refactoring: move setVerticesCache to ui.Image
Updates #2362
2022-09-29 01:21:46 +09:00
Hajime Hoshi
3a0f28ce6b internal/ui: refactoring: reduce global-variable usages 2022-09-26 00:46:03 +09:00
Hajime Hoshi
fa108ca717 internal/ui: bug fix: compiie errors on mobiles and browsers 2022-09-26 00:34:44 +09:00
Hajime Hoshi
4a82a109be internal/ui: use sync/atomic for performance 2022-09-26 00:27:04 +09:00
Hajime Hoshi
909f2fe492 internal/ui: bug fix: make inFrame concurrent-safe
Updates #1816
2022-09-25 23:56:14 +09:00
Hajime Hoshi
12f42544dd internal/ui: refactoring: simplify logic by removing setSizeCallbackEnabled
Closes #1816
2022-09-25 23:48:40 +09:00
Hajime Hoshi
70ebd34d99 internal/ui: refactoring: separate setWindowSizeInDIPImpl to setWindowSizeInDIP and setFullscreen 2022-09-25 22:55:56 +09:00
Hajime Hoshi
f0dbf86799 internal/ui: refactoring: adjust the width earlier 2022-09-25 22:34:14 +09:00
Hajime Hoshi
c7deed6e72 internal/ui: add setFullscreen 2022-09-25 22:31:26 +09:00
Hajime Hoshi
e47f9ac38f internal/ui: bug fix: wrong bit operations
Closes #2349
2022-09-25 20:10:37 +09:00
Hajime Hoshi
9302230fef internal/ui: refactoring 2022-09-25 19:56:53 +09:00
Hajime Hoshi
98076bd512 internal/ui: refactoring: simplify initializing fullscreen 2022-09-25 18:28:57 +09:00
Hajime Hoshi
6167cc4f54 internal/ui: remove unnecessary function calls
updateSize was introduced at 7eff5cbd4a, but
apparently calling setWindowSizeInDIP was originally not needed.
2022-09-25 18:19:35 +09:00
Hajime Hoshi
25405783a7 internal/ui: refactoring
Updates #1816
2022-09-25 02:05:26 +09:00
Hajime Hoshi
c5867c3357 internal/ui: bug fix: avoid 0 as arguments for Layout
Updates #2340
2022-09-20 22:50:39 +09:00
Hajime Hoshi
b5ddee3e4a internal/ui: bug fix: reentering updateImpl caused double unlocking
updateImpl can be invoked in multiple ways. This should have been
protected by a mutex, or this caused unexpected reentrance.

Closes #2339
2022-09-20 13:19:43 +09:00
TotallyGamerJet
043397c20e
internal/ui: remove Cgo on darwin in ui_glfw_darwin.go (#2329)
Updates #1162
2022-09-16 11:53:46 +09:00
Hajime Hoshi
655cd4bf68 all: remove the build tag
Updates #1415
2022-09-15 00:23:40 +09:00
Hajime Hoshi
86706c0335 internal/graphicsdriver/opengl: add opengles build tag
This enables to use OpenGL ES instead of OpenGL.

Closes #292
2022-09-13 11:10:48 -07:00
Terra Brown
a1cc44833d
add errcheck static analysis (#2293)
Closes #2287
2022-09-10 01:52:46 +09:00
Hajime Hoshi
e505098e55 internal/ui: handle error at forceUpdateOnMinimumFPSMode
Updates #2287
2022-09-09 22:49:34 +09:00
Hajime Hoshi
bd43b42ee5 internal/ui: reland the screen shader in Kage
This change relads a part of the change to use the screen shader
instead of FilterScreen, but with the issue on iOS fixed.

Let's remove FilterScreen later.

Updates #2282
2022-09-06 18:48:19 +09:00
Hajime Hoshi
1d487be57b internal/ui: refactoring: remove unused members from EbitengineWindowDelegate
Closes #2297
2022-09-03 23:48:40 +09:00
Hajime Hoshi
55f6e8c3a1 internal/ui: rename EbitenWindowDelegate -> EbitengineWindowDelegate 2022-09-02 23:34:02 +09:00
Hajime Hoshi
0a92204e04 internal/ui: remove comments 2022-09-02 20:39:16 +09:00
Hajime Hoshi
7045605fdf internal/ui: bug fix: restore the window position after fullscreen exit on macOS
glfw.PollEvents was necessary to enable SetPos and SetSize after
exiting from fullscreen on macOS.

Closes #2296
2022-09-02 20:31:48 +09:00
Hajime Hoshi
4e4533c89d internal/ui: bug fix: do not call setFrame in windowDidExitFullScreen
Calling setFrame in windowDidExitFullScreen caused unexpected results
like a strange window size after fullscreen. Let's remove this.

By removing this, setting window position and size during fullscreen
will no longer work again. Let's fix this later.

Closes #2295
2022-09-02 17:48:23 +09:00
Kacper Drobny
9c177c1b8e
internal/ui: allow maximizeWindow when no max boundaries are set (#2291)
Closes #2290
2022-09-01 22:34:17 +09:00
Hajime Hoshi
ae41530f1c internal/graphicscommand: move availableFilename to graphicscommand 2022-08-31 13:26:14 +09:00
Hajime Hoshi
63e3c4adea Revert "internal/graphics: remove FilterScreen and use an original Kage program instead"
This reverts these commits

* 3259ef3daf
* 7c55065490
* 5bb70f485e

Reason: iOS crash. Probably we have to prepare a special rendering
pipeline for the final screen.

Closes #2278
2022-08-30 01:56:06 +09:00
Hajime Hoshi
3259ef3daf internal/ui: fix comments 2022-08-26 22:55:22 +09:00
Hajime Hoshi
7c55065490 internal/ui: simplify the screen shader 2022-08-26 22:49:17 +09:00
Hajime Hoshi
5bb70f485e internal/graphics: remove FilterScreen and use an original Kage program instead
Updates #2046
2022-08-26 17:41:29 +09:00
Hajime Hoshi
3b50e57f19 internal/ui: move convertUniforms to ui.Shader
This is a preparation to use a Kage program as the screen filter.

Update #2046
2022-08-26 17:41:26 +09:00
Hajime Hoshi
833473316f internal/ui: forbide RestoreWindow when the window size limits are specified
Closes #2259
2022-08-20 22:36:37 +09:00
Hajime Hoshi
31141d5112 internal/ui: forbid maximizing window when a window size is limited
Closes #2258
2022-08-20 22:24:13 +09:00
Hajime Hoshi
e150745598 internal/ui: bug fix: do not register a framebuffer-size callback on macOS
When a decorating state is switched, a framebuffer-size callback was
invoked but with wrong parameters on macOS.

This callback was originally implemented for i3 window manager, and
was not needed for macOS. Then, let's not use this on macOS. Probably
we can also skip this registering on Windows.

Updates #1960
Closes #2257
2022-08-20 19:10:42 +09:00
Hajime Hoshi
5b182efe7e internal/ui: forbide SetWindowSize when the window is maximized
On Windows, changing the size of a maximized window results in
unexpected states. Let's forbid this.

On macOS, a maximized window is just a regular window so it is
OK to allow resizing by `SetWindowSize`.

On Linux or other Unix, the behavior depends on window systems
and it is hard to expect what would happen, so forbid this just in
case.

Closes #1986
2022-08-15 16:29:20 +09:00
Hajime Hoshi
bc8e2fe6ac internal/glfw: bug fix: the window should be focused when closing is handled
Closes #2165
2022-08-12 22:34:19 +09:00
Hajime Hoshi
8081d0636a internal/cbackend: rename to nintendosdk
Updates #2242
2022-08-12 17:19:37 +09:00
Hajime Hoshi
e7c0a121c4 all: remove the build tag 'ebitencbackend'
This also automatically enables 'egl' when 'nintendosdk' is specified.

Updates #2242
2022-08-12 13:15:39 +09:00
Hajime Hoshi
dac6548c0c all: rename ebitenginecbackend to nintendosdk
Updates #2242
2022-08-12 02:05:29 +09:00
Hajime Hoshi
85aabf734b internal/ui: remove panic at (*glfwWindow).Maximize
Just doing nothing is more consistent with other functions.

Updates #1990
2022-08-10 22:18:55 +09:00
Hajime Hoshi
4104abdf77 internal/ui: refactoring 2022-08-10 21:34:39 +09:00
Hajime Hoshi
b5196a5a7c internal/ui: bug fix: glfwWindow.IsMaximized should not return true on fullscreen
Closes #2239
2022-08-10 21:17:13 +09:00
Hajime Hoshi
7a936f7052 internal/ui: enable SetWindowSize even with fullscreen on macOS
Closes #1590
2022-08-10 15:57:59 +09:00
Hajime Hoshi
085b64006d internal/ui: refactoring: indentation 2022-08-10 15:47:50 +09:00
Hajime Hoshi
2ab255dd1c internal/ui: refactoring: delay the call of outsideSize() 2022-08-10 14:53:28 +09:00
Hajime Hoshi
7eff5cbd4a internal/ui: refactoring: separate updateSize into updateSize and outsideSize 2022-08-10 14:50:20 +09:00
Hajime Hoshi
2480871155 internal/ui: bug fix: compile error 2022-08-10 12:11:32 +09:00
Hajime Hoshi
57fc4d438b internal/ui: refactoring: separate the Windows API part to another file 2022-08-10 11:51:35 +09:00
Hajime Hoshi
a57560105f internal/ui: refactoring: add userInterfaceImplNative for each OS 2022-08-10 11:44:03 +09:00
Hajime Hoshi
d0fa68691c internal/ui: enable some functions even on fullsceen
This is thanks to a GLFW v3.3.8 change:
9950cc52df

Updates #1590
2022-08-10 09:00:33 +09:00
Hajime Hoshi
a84a738360 internal/ui: bug fix: collectionBehavior mattered for fullscreen
Closes #2238
2022-08-10 01:06:26 +09:00
Hajime Hoshi
34aa52459e internal/ui: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:32:26 +09:00
Hajime Hoshi
bd1b9cdb9b internal/mipmap: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:32:21 +09:00
Hajime Hoshi
ea04e2a9de ebiten: remove returning error from ReadPixels
- As ReadPixels should often be used at Draw, error handling would be hard.
- Make the API consistent with ReplacePixels.

Updates #1995
2022-08-08 02:48:25 +09:00