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
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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
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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
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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
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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
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Updates #2046
2022-10-14 01:58:07 +09:00
Hajime Hoshi
03621e22c6
internal/ui: remove unnecessary mutex
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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
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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
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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
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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
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Closes #2369
2022-10-02 23:10:27 +09:00
Hajime Hoshi
d823e22bed
internal/mipmap: remove unused arguments from DrawTriangles
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Updates #2369
2022-10-02 23:06:32 +09:00
Hajime Hoshi
0ae2b1bc24
all: remove unnecessary conditions
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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
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Updates #2369
2022-10-02 19:17:09 +09:00
Hajime Hoshi
eea11ba6cb
internal/ui: use a Kage shader for Fill
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Updates #2364
2022-10-02 16:08:33 +09:00
Hajime Hoshi
7b6f726729
internal/ui: skip uniform variables when possible
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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
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Updates #2365
2022-10-02 13:38:21 +09:00
Hajime Hoshi
d00bd1cb16
internal/ui: refactoring: move setVerticesCache
to ui.Image
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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
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Updates #1816
2022-09-25 23:56:14 +09:00
Hajime Hoshi
12f42544dd
internal/ui: refactoring: simplify logic by removing setSizeCallbackEnabled
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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
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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
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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
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Updates #1816
2022-09-25 02:05:26 +09:00
Hajime Hoshi
c5867c3357
internal/ui: bug fix: avoid 0 as arguments for Layout
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Updates #2340
2022-09-20 22:50:39 +09:00
Hajime Hoshi
b5ddee3e4a
internal/ui: bug fix: reentering updateImpl caused double unlocking
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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 )
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Updates #1162
2022-09-16 11:53:46 +09:00
Hajime Hoshi
655cd4bf68
all: remove the build tag
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Updates #1415
2022-09-15 00:23:40 +09:00
Hajime Hoshi
86706c0335
internal/graphicsdriver/opengl: add opengles
build tag
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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 )
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Closes #2287
2022-09-10 01:52:46 +09:00
Hajime Hoshi
e505098e55
internal/ui: handle error at forceUpdateOnMinimumFPSMode
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Updates #2287
2022-09-09 22:49:34 +09:00
Hajime Hoshi
bd43b42ee5
internal/ui: reland the screen shader in Kage
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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
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Closes #2297
2022-09-03 23:48:40 +09:00