Commit Graph

3231 Commits

Author SHA1 Message Date
divVerent
476f4e3f9a
internal/gamepad: fix SetWindowLongPtrW crash on 32-bit Windows (#1999)
Closes #1998
2022-02-23 23:18:20 +09:00
Hajime Hoshi
8b7273b74a internal/graphicsdriver/metal: call PresentDrawable only when necessary 2022-02-22 01:37:13 +09:00
Hajime Hoshi
ee911fd892 internal/graphicsdriver/metal: fix an error message 2022-02-20 22:01:36 +09:00
Hajime Hoshi
bf33658e64 internal/gamepad: respect original names more 2022-02-15 04:07:11 +09:00
Hajime Hoshi
f17d222a4b internal/atlas: resolve deferred every frame instead of every tick
Resolving defferred functions doesn't have to be done every tick. Rather,
this should be done every frame as this is related to rendering.
2022-02-14 03:45:58 +09:00
Hajime Hoshi
4949c49cd0 internal/ui: refactoring 2022-02-14 03:39:02 +09:00
Hajime Hoshi
871121abe3 internal/ui: refactoring: remove (*contextImpl).layout 2022-02-14 02:59:02 +09:00
Hajime Hoshi
cffa123405 internal/ui: refactoring: remove sizeChanged for js
It is safe to call Layout every frame.
2022-02-14 02:50:32 +09:00
Hajime Hoshi
e2f0878a4c internal/ui: refactoring: remove sizeChanged
It is safe to call Layout every frame.
2022-02-14 02:17:52 +09:00
Hajime Hoshi
fcd4453e4f ebiten: remove RunOnMainThread
Unfortunately, there are several issues in RunOnMainThread:

 * RunOnMainThread cannot be portable: It is impossible to implement this
   correctly on mobiles.
 * RunOnMainThread doesn't make sense on mobiles: the rendering works on
   a different thread (goroutine) on mobiles.
 * RunOnMainThread can cause deadlocks very easily.

Until we find a better solution, let's remove this.

Closes #1945
2022-02-14 01:49:42 +09:00
Hajime Hoshi
e09c1bf8f1 internal/ui: refactoring: remove an error value from runOnAnotherThreadFromMainThread 2022-02-14 00:55:58 +09:00
Hajime Hoshi
ce3f83958e internal/graphicscommand: rename RunOnMainThread -> RunOnRenderingThread 2022-02-14 00:20:49 +09:00
Hajime Hoshi
b695cb928a internal/ui: remove RunWithoutMainLoop in non-mobile environments 2022-02-13 22:31:48 +09:00
Hajime Hoshi
82b9f7dc56 ebiten: refactoring: remove setScreenClearedEveryFrame 2022-02-13 20:40:46 +09:00
Hajime Hoshi
0c1c40995c internal/ui: rename types and members: uiContext -> gameForUI 2022-02-13 20:20:46 +09:00
Hajime Hoshi
29382b424b internal/ui: refactoring: remove some exposed functions 2022-02-13 20:09:13 +09:00
Hajime Hoshi
08defeeded internal/ui: move more logics to internal/ui 2022-02-13 20:02:49 +09:00
Hajime Hoshi
9b2f0b6c56 internal/ui: rename ResetForFrame -> ResetForTick
Resetting happens every tick, not every frame.
2022-02-13 19:54:40 +09:00
Hajime Hoshi
a2cb9fda82 internal/ui: make adjustPosition concurrent-safe 2022-02-13 19:52:39 +09:00
Hajime Hoshi
31aa01131d ebiten: refactoring: reduce call of ui.Get() 2022-02-13 19:40:48 +09:00
Hajime Hoshi
6a8e45e6c1 internal/ui: refactoring: simplify ResetForFrame
Updating the layout is already done every frame, so doing this in
ResetForFrame is not needed.

Updates #490
2022-02-13 19:31:35 +09:00
Hajime Hoshi
7b164882fc internal/ui: refactoring: move AdjustPosition to the package internal/ui 2022-02-13 19:14:29 +09:00
Hajime Hoshi
08ae7006ef internal/ui: refactoring: move some logics to internal/ui 2022-02-13 19:02:59 +09:00
Hajime Hoshi
2609d73a1a internal/ui: refactoring: move some logics to internal/ui 2022-02-13 18:01:18 +09:00
Hajime Hoshi
b282b1805b internal/ui: refactoring: add ui.SetError
This is a preparation to move uiContext to the package internal/ui.
2022-02-13 17:17:08 +09:00
Hajime Hoshi
ab1ad2c72f .github/workflow: add a test to build with the build tag ebitencbackend 2022-02-13 16:57:48 +09:00
Hajime Hoshi
73d995740f internal/ui: bug fix: compile error with ebitencbackend 2022-02-13 16:48:30 +09:00
Hajime Hoshi
e9cfbc1630 internal/ui: refactoring: remove Graphics() 2022-02-13 04:17:39 +09:00
Hajime Hoshi
1c57393393 internal/graphicsdriver/metal: refactoring 2022-02-13 01:00:20 +09:00
Hajime Hoshi
5f59807284 internal/gamepad: refactoring 2022-02-12 03:49:09 +09:00
Hajime Hoshi
ab5daa0f90 internal/ui: separate graphics_ios.go to each archtecture
This change removes the support of 32bit iOS. 32bit iOS is no longer
supported by Go 1.15.
2022-02-12 02:14:32 +09:00
Hajime Hoshi
162f62f54e internal/graphicsdriver/metal/mtl: bug fix: test compile error 2022-02-11 23:23:22 +09:00
Hajime Hoshi
176e984a58 internal/ui: refactoring: remove dependency on the package mtl 2022-02-11 23:11:49 +09:00
Hajime Hoshi
6f3c6d6c1b internal/graphicsdriver/meta: rename function 2022-02-11 22:47:13 +09:00
Hajime Hoshi
cc4e2f08be internal/graphicsdriver/metal: rename files 2022-02-11 21:49:05 +09:00
Hajime Hoshi
76848f48e6 internal/ui: simplify build tags 2022-02-11 20:47:14 +09:00
Hajime Hoshi
2c2c4bc428 ebiten: add WindowResizingModeType and its constants and functions
This allows a new state to disallow resizing the window but allow
making the window fullscreen on macOS by a user.

This change adds the new type WindowResizingModeType. There are
these constants of this type:

 * WindowResizingModeDisabled
 * WindowResizingModeOnlyFullscreenEnabled
 * WindowResizingModeEnabled

Closes #1819
2022-02-11 04:59:04 +09:00
Hajime Hoshi
f1987cae10 internal/ui: refactoring 2022-02-10 19:35:51 +09:00
Hajime Hoshi
35b9dd0846 internal/ui: give up SetWindowAspectRatioFixed
Unfortunately, it is almost impossible to provide a consistent behavior
to keep the aspect ratio of the window on Windows. Instead of having an
incomplete API, let's remove this.

Closes #1988
2022-02-10 18:35:00 +09:00
Hajime Hoshi
0291986658 internal/ui: bug fix: make the window resizable after the window is created
Making the window resizable BEFORE the window is created doesn't
work correctly, especially when switching to enable resizing later.

Closes #1987
2022-02-10 00:53:22 +09:00
Hajime Hoshi
5899470511 internal/ui: enable vsync even when resizing the window
Now I couldn't see the issue. Probably the implementation of
internal/graphicsdriver/metal has changed since the last fix, but
I am not sure.

Updates #1740
Closes #1954
2022-02-09 23:59:38 +09:00
Hajime Hoshi
edca32e520 internal/ui: bug fix: do not set the minimum window width for macOS
Shrinking a window size by a cursor sometimes makes a smaller window
than 126px. To avoid such flaky behavior, do not set the limitation of
the minimum window width.

On Linux/UNIX, there should not be reasons to limit the window width.

Updates #165
2022-02-09 23:30:26 +09:00
Hajime Hoshi
ad675640b1 internal/ui: bug fix: the aspect ratio should update the window size limits
Updates #1804
2022-02-09 23:18:41 +09:00
Hajime Hoshi
f2da62a175 internal/ui: refactoring 2022-02-09 22:22:14 +09:00
Hajime Hoshi
57c123a412 internal/ui: add comments
Updates #1804
2022-02-09 22:16:31 +09:00
Hajime Hoshi
891ca2a08d ebiten: add IsWindowAspectRatioFixed
This also updates examples/windowsize.

Closes #1804
2022-02-09 20:06:18 +09:00
Hajime Hoshi
7482cae978 internal/ui: bug fix: the aspect ratio must be updated whenever the window size is forcibly updated
This also adds a new flag -aspectratiofixed to examples/windowsize

Updates #1804
2022-02-09 19:56:50 +09:00
Hajime Hoshi
740dfd5aed internal/glfw: refactoring: keep the original API when possible
Updates #1804
2022-02-09 19:36:47 +09:00
Hajime Hoshi
623c050537 ebiten: rename SetKeepWindowAspectRatio -> SetWindowAspectRatioFixed
Updates #1804
2022-02-09 19:29:55 +09:00
Tom Lister
18659ef4ab
internal/ui: add SetWindowKeepAspectRatio (#1985)
Updates #1804
2022-02-09 19:11:25 +09:00
Hajime Hoshi
180eb483bb internal/ui: make currentMonitor return initMonitor when the window is not initialized yet 2022-02-09 00:26:49 +09:00
Hajime Hoshi
b2872f216a internal/ui: update comments
Updates #1575
2022-02-08 20:27:46 +09:00
Hajime Hoshi
cd2ef6771a internal/ui: bug fix: a wrong monitor was used at setWindowPositionInDIP 2022-02-08 20:20:36 +09:00
Hajime Hoshi
9f581327fa intetrnal/ui: remove recreating a window after the fullscreen mode
As macOS's fullscreen is a native fullscreen, this hack is no longer
needed.

Updates #1004
2022-02-08 19:41:09 +09:00
Hajime Hoshi
f8097eb45d internal/ui: give an initial window size at createWindow
This enables to skip setWindowSizeInDIPImpl in most cases.

Updates #1651
Updates #1914
2022-02-08 19:36:30 +09:00
Hajime Hoshi
320e7037f6 internal/ui: update comments 2022-02-08 19:23:38 +09:00
Hajime Hoshi
6dbc5ba558 internal/ui: refactoring: call updateWindowSizeLimits in createWindow 2022-02-08 16:06:12 +09:00
Hajime Hoshi
4c6c31e384 all: reorder build tags in an alphabetical order 2022-02-08 15:49:15 +09:00
Hajime Hoshi
9c8b4db81f internal/ui: separate 'vibrate' part to internal/vibrate 2022-02-08 14:48:55 +09:00
Hajime Hoshi
d2d3673bd2 internal/ui: remove a redundant call of SetTitle 2022-02-08 04:30:58 +09:00
Hajime Hoshi
2fc09c7fcb internal/ui: use the cursor position to choose the initial monitor for Linux/UNIX
Updates #1918
Closes #1982
2022-02-08 03:20:45 +09:00
Hajime Hoshi
294ee43716 internal/ui: remove a special logic for UNIX
The issue #1118 can no longer be reproduced.

Updates #1118
Updates #1982
2022-02-08 01:29:22 +09:00
Hajime Hoshi
cb4085277b internal/ui: bug fix: adjust the window position correctly
Updates #1982
2022-02-07 23:52:16 +09:00
Hajime Hoshi
ed04021151 internal/ui: use the cursor position to choose the initial monitor for Windows
Updates #1918
Updates #1982
2022-02-07 23:31:46 +09:00
Hajime Hoshi
cafb71719c internal/ui: use the cursor position to choose the initial monitor
Updates #1982
2022-02-07 22:37:10 +09:00
Hajime Hoshi
126dc81a96 internal/ui: add a comment 2022-02-07 00:51:48 +09:00
Hajime Hoshi
b78160262c internal/ui: rename files 2022-02-07 00:37:32 +09:00
Hajime Hoshi
f18aef2b08 ebiten: refactoring: move the caller of SetGraphicsDriver to the package ui 2022-02-06 22:01:25 +09:00
Hajime Hoshi
df60c4c92d internal/driver: rename to internal/graphicsdriver 2022-02-06 20:41:32 +09:00
Hajime Hoshi
52f4c409ac internal/ui: refactoring: make Graphics a global function 2022-02-06 20:29:49 +09:00
Hajime Hoshi
0f09ddfbd2 internal/driver: remove Window
Closes #1983
2022-02-06 20:12:40 +09:00
Hajime Hoshi
80c03792cb internal/driver: move the key definitions to internal/ui
Updates #1983
2022-02-06 19:14:18 +09:00
Hajime Hoshi
887a3ff749 internal/cbackend: bug fix: compile error again 2022-02-06 19:07:17 +09:00
Hajime Hoshi
0eecab8278 internal/cbackend: bug fix: compile error 2022-02-06 18:59:21 +09:00
Hajime Hoshi
3b7b66170f internal/driver: remove an unused type Modifier 2022-02-06 18:49:33 +09:00
Hajime Hoshi
2fbfa5444b internal/driver: remove Input 2022-02-06 18:34:31 +09:00
Hajime Hoshi
6f72b15912 internal/driver: move some definitions to internal/ui
Updates #1983
2022-02-06 18:13:45 +09:00
Hajime Hoshi
149736c3cf internal/uidriver/*: integrate the packages into internal/ui
Updates #1983
2022-02-06 17:23:04 +09:00
Hajime Hoshi
67bb58849e internal/uidriver/mobile: add build tags 2022-02-06 15:59:05 +09:00
Hajime Hoshi
12a70952a9 internal/glfw: remove an unreached code 2022-02-06 05:24:25 +09:00
Hajime Hoshi
93b2a0756b internal/gamepaddb: allow the standard layout mapping for any platforms
Closes #1957
2022-02-06 03:38:02 +09:00
Hajime Hoshi
19bfc97a5e mobile/ebitenmobileview: bug fix: compile error 2022-02-05 23:26:44 +09:00
Hajime Hoshi
2b902bacd9 internal/driver: remove an unused file 2022-02-05 23:14:00 +09:00
Hajime Hoshi
67663795fd internal/gamepaddb: move driver.StandardGamepadButton to gamepaddb.StandardButton 2022-02-05 23:11:09 +09:00
Hajime Hoshi
627509e974 internal/gamepad: move driver.GamepadButton to gamepad.Button 2022-02-05 23:03:30 +09:00
Hajime Hoshi
1bee10f999 internal/gamepad: move constants from internal/driver 2022-02-05 22:42:14 +09:00
Hajime Hoshi
3bdd8097b5 internal/uidriver: refactoring: remove the gamepad part
Use the gamepad package instead.
2022-02-05 22:32:31 +09:00
Hajime Hoshi
e6e0c6d850 internal/uidriver/glfw: refactoring 2022-02-05 21:52:06 +09:00
Hajime Hoshi
bf1cb035eb internal/gamepad: port the gamepad part for c-backend 2022-02-05 19:11:57 +09:00
Hajime Hoshi
5443fc312a internal/uidriver/cbackend: add a new file 2022-02-05 18:00:32 +09:00
Hajime Hoshi
3470caf5b1 internal/uidriver/cbackend: refactoring: separate the gamepad part 2022-02-05 17:59:27 +09:00
Hajime Hoshi
1570c506ae internal/gamepad: port the implementation for Android 2022-02-05 17:27:24 +09:00
Hajime Hoshi
8d9937801b internal/gamepad: refactoring 2022-02-05 02:11:24 +09:00
Hajime Hoshi
d0e8efca33 internal/gamepad: port the implementation for Android 2022-02-04 23:23:22 +09:00
Hajime Hoshi
ee1b5e2044 internal/uidriver/mobile: stop requesting a frame on gamepads
In general, it is impossible to treat gamepad inputtings as events.
With FPSModeVsyncOffMinimum, the application cannot update with
gamepad inputtings.
2022-02-04 22:46:41 +09:00
Hajime Hoshi
577b4eed0d internal/uidriver/mobile: separate the gamepad part 2022-02-04 14:54:20 +09:00
Hajime Hoshi
f6d8f42c36 internal/gamepad: refactoring: use unix.InotifyEvent 2022-02-04 04:59:40 +09:00
Hajime Hoshi
ef45058037 internal/gamepad: implement for Linux
Updates #1452
2022-02-04 04:26:33 +09:00
Hajime Hoshi
d2afbd43cc internal/gamepaddb, mobile/ebitenmobileview: refactoring 2022-02-03 04:35:55 +09:00
Hajime Hoshi
e1c65d395c internal/uidriver/glfw: add a comment
Updates #1982
2022-02-03 01:41:09 +09:00