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
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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
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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
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Closes #2933
2024-03-22 23:15:33 +09:00
Mykhailo Lohachov
1586c6764a
internal/shaderir: Kage update support for shift operators ( #2916 )
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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
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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
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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
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Closes #2926
2024-03-13 11:37:00 +09:00
Hajime Hoshi
7389f9ddb2
ebiten: add KeyIntlBackslash
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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
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Closes #2922
2024-03-10 19:49:19 +09:00
Hajime Hoshi
c9a973c6c1
internal/ui: bug fix: needed to focus the window at launch
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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
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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
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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
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Closes #2788
2024-02-25 21:21:27 +09:00
Hajime Hoshi
4b9508c523
internal/shader: bug fix: wrong type checks on min/max
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Updates #2788
2024-02-25 21:17:54 +09:00
Hajime Hoshi
e8cdf885c0
internal/shader: allow integer types for min and max
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Updates #2788
2024-02-25 20:18:19 +09:00
Hajime Hoshi
face5fd870
internal/shader: allow integer types for abs and sign
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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 )
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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
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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
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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
TotallyGamerJet
e6a17e58c9
internal/glfw: rewrite cocoa_time_darwin.c and posix_thread_unix.c into Go-ish ( #2912 )
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Updates #1162
2024-02-20 22:37:13 +09:00
Hajime Hoshi
24256af624
internal/atlas: bug fix: test flakiness due to GC
2024-02-15 03:00:49 +09:00
Hajime Hoshi
820c996329
internal/shader: bug fix: wrong lhs in an assignment
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Closes #2910
2024-02-15 02:29:21 +09:00
Hajime Hoshi
6d898d752e
ebiten: add (*Monitor).DeviceScaleFactor()
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This replaces ebiten.DeviceScaleFactor().
Updates #2795
2024-02-12 17:09:03 +09:00
Hajime Hoshi
67d947d37a
internal/ui: remove Bounds
2024-02-12 15:24:00 +09:00
Hajime Hoshi
fca8ebb9af
internal/shader: bug fix: non-name on the left side of :=
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Closes #2891
2024-02-11 21:21:16 +09:00
Hajime Hoshi
75103f39dd
internal/shader: bug fix: error on a function name in a function call
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Updates #2891
2024-02-11 21:09:49 +09:00
Hajime Hoshi
60725eba86
ebiten: add RunGameOptions.X11ClassName and X11InstanceName
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Closes #2904
2024-02-11 19:31:29 +09:00
Hajime Hoshi
0adc1ad681
internal/ui: make virtual keyboard keys work at least on Android
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Updates #2898
2024-02-03 21:11:54 +09:00
Hajime Hoshi
7dd22fdc61
internal/ui: refactoring: rename uiKeyToJSKey to uiKeyToJSCode
2024-02-03 15:13:12 +09:00
Hajime Hoshi
872ffc148d
internal/atlas: add TestGCShader
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Updates #2897
2024-01-29 23:14:33 +09:00
Hajime Hoshi
f74d66e89a
internal/atlas: bug fix: fix GC tests
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Updates #2897
2024-01-29 21:01:58 +09:00
Hajime Hoshi
d2a9e5b1e8
internal/atlas: bug fix: fix tests
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Updates #2897
2024-01-29 20:52:43 +09:00
Hajime Hoshi
f37ebe549b
internal/atlas: bug fix: fix tests
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Updates #2897
2024-01-29 20:52:02 +09:00
Hajime Hoshi
9a8dde6503
internal/atlas: bug fix: a finalizer was never called
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As the finalizer function had a reference to the target image, the
image's reference count never became 0. Then, the image was never
finalized.
This change fixes this issue by using a member function pointer instead
of an anonymous function.
Closes #2897
2024-01-29 20:39:44 +09:00
Hajime Hoshi
6736bb56ec
internal/ui: make a separate package to hide a console
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Updates #2896
2024-01-28 22:42:58 +09:00
Hajime Hoshi
373e61d054
internal/ui: call hideConsole at init
2024-01-28 22:05:47 +09:00
Hajime Hoshi
11394d246f
internal/ui: bug fix: check the error of TimeBeginPeriod
2024-01-28 14:25:17 +09:00
Hajime Hoshi
7e4cdf5211
internal/ui: use a more precise timer for Windows
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When SetScreenClearedEveryFalse(false) and SetVsyncEnabled(false),
Draw might not be called as often as expected on Windows due to its
timer precision. This change improves the situation.
Updates #2889
2024-01-28 14:15:20 +09:00
Hajime Hoshi
770fcff4c2
internal/graphicsdriver/directx: bug fix: Go 1.22 + 32bit Windows + DirectX 12 didn't work well
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Apparently, a pseudo padding was needed for D3D12_RESOURCE_DESC,
but this is still mysterious.
This change also add Go 1.22 to the GitHub Actions.
Closes #2867
2024-01-27 18:06:53 +09:00
Pedro Tiple
6fafe734da
internal/graphicscommand: refactoring: remove a hard-coded part for ShaderImageCount ( #2895 )
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This change allows increasing ShaderImageCount without breaking the image display.
Simply made the uniform processing dynamic based on ShaderImageCount.
2024-01-26 13:03:04 +09:00
Hajime Hoshi
8551cd350f
internal/ui: bug fix: need to sleep when swapping buffers is skipped
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Closes #2890
2024-01-24 12:20:30 +09:00
Hajime Hoshi
006f14ac19
internal/graphicsdriver/playstation5: bug fix: link error
2024-01-22 00:14:00 +09:00