Commit Graph

419 Commits

Author SHA1 Message Date
Hajime Hoshi
116203c5a5 cmd/ebitenmobile: update gomobile version (reland)
This switches from .framework to .xcframwork for iOS.

Closes #1922
2022-01-05 17:31:46 +09:00
Hajime Hoshi
ebb4851a32 internal/uidriver/js: bug fix: context might be nil before the loop starts
Closes #1928
2022-01-03 15:17:30 +09:00
Changkun Ou
626c91e360
ebiten: add RunOnMainThread(func()) (#1927)
Closes #1926
2022-01-03 03:30:29 +09:00
Hajime Hoshi
220a8f48ac internal/uidriver/glfw: refactoring: remove initTitle 2021-12-29 22:26:56 +09:00
Hajime Hoshi
5ee2ff56ca interna/uidriver: refactoring: remove initFPSMode 2021-12-29 22:21:27 +09:00
Hajime Hoshi
1799ed0b28 add a build tag 'ebitencbackend' and internal/cbackend
This enables to create a C archive with Ebiten without an actual driver
implementation. This enables Ebiten work on a platform Go doesn't support.
See also Hitsumabushi project: github.com/hajimehoshi/hitsumabushi.

The backend C API is not stable and might change later. Then, the build
tag 'ebitencbackend' is not documented on purpose.

Closes #1900
2021-12-22 21:12:48 +09:00
Hajime Hoshi
39ef252c2e
ebiten: Add VibrationOptions to specify intensity (#1891)
Updates #1452
2021-12-04 22:14:02 +09:00
Hajime Hoshi
bdf78dab27 internal/uidriver/glfw: Clean up build tags 2021-11-27 18:52:33 +09:00
Hajime Hoshi
ef5f8a9018 internal/uidriver/glfw: Adjusting the view size is not needed on macOS 12
Updates #1745
2021-11-27 18:47:05 +09:00
Hajime Hoshi
e6f2764d08 internal/uidriver/glfw: Refactoring: Remove toChangeSize
Updates #1884
2021-11-27 18:00:39 +09:00
Hajime Hoshi
22e64c7df0 internal/uidriver/glfw: Bug fix: Rendering should be updated after restoring from fullscreen
u.toChangeSize affects the result of u.updateSize. When the callback
for WindowSetSize is invoked, toChangeSize should be true.

In order to simplify the logic, we have to remove toChangeSize later.

Closes #1884
2021-11-27 17:53:40 +09:00
Hajime Hoshi
73bf7a0939 internal/uidriver/glfw: Bug fix: Return a tentative scale when glfw.GetPrmaryMonitor returns 1
Updates #1878
2021-11-24 22:35:10 +09:00
Hajime Hoshi
b4f87f9651 internal/uidriver/mobile: Implement Vibrate for Android
This change also adds AndroidManifest.xml for the example. This is
used for `gomobile install` command.

Updates #1452
2021-11-19 01:49:22 +09:00
Hajime Hoshi
ee414ed849 Revert "internal/uidriver/glfw: Refactoring"
This reverts commit c4df397d87.

Reason: Compile error
2021-11-12 22:29:03 +09:00
Hajime Hoshi
c4df397d87 internal/uidriver/glfw: Refactoring 2021-11-12 22:19:32 +09:00
Hajime Hoshi
b6cf95f5bb internal/uidriver/js: Optimization: Reduce the call of js.Value.Get 2021-11-12 02:48:58 +09:00
Hajime Hoshi
1f7e7e2816 internal/uidriver/mobile: Remove the warnings
Closes #1872
2021-11-11 02:28:05 +09:00
Hajime Hoshi
5d5ce370f1 internal/uidriver/mobile: Implement Vibrate on iOS
Updates #1452
2021-11-11 00:50:02 +09:00
Hajime Hoshi
113796efae internal/uidriver/glfw: Bug fix: Crashed a transparent button with the green button
Updates #1822
Closes #1857
2021-10-31 18:21:19 +09:00
Hajime Hoshi
5b7724f575 internal/uidriver/mobile: Bug fix: Compile error 2021-10-25 03:01:33 +09:00
Hajime Hoshi
2aa232878d ebiten: Add VibrateGamepad and implement this on browsers
Updates #1452
2021-10-25 02:30:42 +09:00
Hajime Hoshi
dde53df6ae internal/uidriver/glfw: Bug fix: Compile error 2021-10-24 15:23:25 +09:00
Hajime Hoshi
ef62f407d1 Clean up build tags 2021-10-24 15:05:36 +09:00
Hajime Hoshi
7c6f2fd799 ebiten: Vibrate takes time durations instead of the options
Android and browsers can specify only a time duration for vibration.

VibrateOptions is renamed to GamepadVibrateOptions for gamepads.

Updates #1452
2021-10-24 05:02:49 +09:00
Hajime Hoshi
f96d0a97a8 internal/uidriver/mobile: Bug fix: Compile error 2021-10-24 01:22:02 +09:00
Hajime Hoshi
b8a5ea7bd6 ebiten: Add Vibrate and VibrateOptions, and implement this on browsers
Updates #1452
2021-10-24 01:05:33 +09:00
Hajime Hoshi
b11f17b281 internal/uidriver/mobile: Support gamepads on iOS
Closes #1105
2021-10-19 19:04:12 +09:00
Hajime Hoshi
a70be6e2f8 internal/uidriver/mobile: Refactoring
Updates #1105
2021-10-16 23:46:14 +09:00
Hajime Hoshi
2d9349824f internal/uidriver/mobile: Separate UpdateInput into UpdateInput and UpdateGamepads 2021-10-16 20:37:01 +09:00
Hajime Hoshi
ce86a9940c internal/uidriver/mobile: Fix the package name in a panic message 2021-10-16 20:13:36 +09:00
Hajime Hoshi
c3b4b92fa2 internal/uidriver/mobile: Reduce calling make 2021-10-16 20:09:36 +09:00
Hajime Hoshi
efdb31a524 internal/uidriver/mobile: Refactoring 2021-10-16 19:59:30 +09:00
Hajime Hoshi
ad3115b347 mobile/ebitenmobileview: Avoid creating slices every frame 2021-10-16 18:39:47 +09:00
Hajime Hoshi
6f29e57378 internal/uidriver/glfw: Wait for a FramebufferSize callback for the initial temporary window
Updates #1847
2021-10-13 00:16:18 +09:00
Hajime Hoshi
2f2ccbbe55 internal/uidriver/glfw: Bug fix: Wait for FramebufferSize callback after a window creation
Closes #1847
2021-10-13 00:04:14 +09:00
Hajime Hoshi
fa9a08b3d0 internal/uidriver/glfw: Remove unnecessary comments 2021-10-10 16:02:41 +09:00
Hajime Hoshi
0eb6c846c7 internal/uidriver/glfw: Refactoring: Remove unused functions 2021-10-10 16:02:01 +09:00
Hajime Hoshi
4604a00e39 internal/uidriver/glfw: Refactoring: Rename functions 2021-10-10 15:50:12 +09:00
Hajime Hoshi
4580f9fa16 internal/uidriver/glfw: Refactring: Rename InDP -> InDIP
This change also renames some functions and variables.
2021-10-10 15:47:15 +09:00
Hajime Hoshi
da6b75bc6d internal/uidriver/glfw: Bug fix: Adjust the window size along with the device scale
After this change, UserInterface's windowWidth and windowHeight are
now windowWidthInDP and windowHeightInDP in device-independent pixels.

Closes #1844
2021-10-10 14:29:34 +09:00
Hajime Hoshi
d4b5d17e75 internal/uidriver/glfw: Remove an unused function
Updates #1844
2021-10-09 21:11:44 +09:00
Hajime Hoshi
fcd8a6c653 internal/uidriver/glfw: Bug fix: Get the correct initial monitor and its scale
Before this fix, Win32API is used to get the current monitor. This
might not work and return an unexpected monitor on some machines after
the runloop starts.

Instead, use the current window to get the current monitor correctly
instead of the Win32APIs. To get the initial monitor, the API
ForegroundWindow is still used.

Updates #1584
Updates #1844
2021-10-09 18:18:22 +09:00
Hajime Hoshi
78cdb94552 internal/uidriver/glfw: Bug fix: Do not hide the window after its creation
Closes #1829
2021-09-29 01:00:17 +09:00
Hajime Hoshi
77664ff057 internal/uidriver/glfw: Use the correct initial monitor on Linux/UNIX
Closes #1827
2021-09-25 02:48:13 +09:00
Hajime Hoshi
23566a7d2e internal/uidriver/glfw: Refactoring 2021-09-25 02:14:14 +09:00
Hajime Hoshi
a7b5db6f65 internal/uidriver/glfw: Use GLFW's fullscreen when the window is transparent on macOS
Closes #1822
2021-09-24 03:22:09 +09:00
Hajime Hoshi
263276c5ab internal/uidriver/glfw: Refactoring 2021-09-23 02:48:22 +09:00
Hajime Hoshi
422387c7cd internal/uidriver/glfw: Refactoring 2021-09-23 02:03:37 +09:00
Hajime Hoshi
9dbff2cddd internal/uidriver/glfw: Make SetFullscreen more responsive on macOS 2021-09-20 21:01:17 +09:00
Hajime Hoshi
0ac4c7323f internal/uidriver/glfw: Bug fix: Potential crash when xgb.NewConn fails 2021-09-19 18:23:51 +09:00