Commit Graph

2004 Commits

Author SHA1 Message Date
Hajime Hoshi
883b25f257 uidriver/mobile: Refactoring 2020-02-12 00:36:34 +09:00
Hajime Hoshi
d59aea1db1 driver: Remove the return value from RunWithoutMainLoop 2020-02-11 23:56:53 +09:00
Hajime Hoshi
aef4b4ba53 uidriver/mobile: Refactoring: Give a default outside size 2020-02-11 23:29:52 +09:00
Hajime Hoshi
9298b044e3 graphicsdriver/metal: Bug fix: avoid using mtl.LoadActionDontCare
Fixes #1019
2020-02-11 20:29:03 +09:00
Hajime Hoshi
c927d33457 mobile/ebitenmobileview: Use the common uiContext for layouting
This means that the whole offscreen is cleared correctly.

This change is a little breaking change: SetScreenSize or other
functions no longer works on ebitenmobile. Use Layout instead.

Fixes #1019
2020-02-11 19:40:47 +09:00
Hajime Hoshi
a303487328 uidriver/mobile: Add comments 2020-02-11 14:45:50 +09:00
Hajime Hoshi
099ce1b3b4 Revert "ui: Add SetInitFocused"
This reverts commit bb04fc8a29.

Reason: glfw.Focused / glfw.FocusOnShow did not work

Updates #769
2020-02-10 01:10:40 +09:00
Hajime Hoshi
bb04fc8a29 ui: Add SetInitFocused
Updates #769
2020-02-09 23:45:59 +09:00
Hajime Hoshi
6250dd9f9b buffered: Bug fix: ebiten.Run must be called from the main thread
Updates #1027
2020-02-09 04:53:26 +09:00
Hajime Hoshi
32471af18f uidriver/js: Ensure that the checking-audio loop is finished when the game is finished
After the game loop is finished, any goroutines should not exist.
Otherwise, 'Go program has already exited' error can happen on
Wasm.

This change ensures that the goroutines are finished when the game
is finished. Note that time.Sleep was required to ensure that the
(*time.Ticker) ends.

Fixes #1027
2020-02-09 03:39:08 +09:00
Hajime Hoshi
4159c500bd buffered: Refactoring: Use defer
defer's performance will be much better as of Go 1.14.

https://tip.golang.org/doc/go1.14#runtime
2020-02-08 20:58:28 +09:00
Hajime Hoshi
46601bb516 graphics: Fill the screenshot in black when the screen is not transparent
Fixes #997
2020-02-06 03:08:16 +09:00
Hajime Hoshi
d6d17a7e85 uidriver/js: Implement GamepadSDLID
Fixes #1053
2020-02-05 00:00:00 +09:00
Hajime Hoshi
802693fa20 uidriver/mobile: Implement IsForeground
This adds hooks on resuming/suspending the application, and
switches the foreground state there. This change also updates
the logic to suspend the game loop to be clearer.

Fixes #1037
2020-01-23 02:08:31 +09:00
Hajime Hoshi
38f49c3768 uidriver/js: Implement IsForeground
Updates #1037
2020-01-21 23:56:57 +09:00
Hajime Hoshi
59431e1cad graphicsdriver/opengl: Leave comments why we don't use PBO on Android
Unfotunately, PBO might slow Android applications expecially when
coming back from context lost. Ebiten sends a lot of draw calls to
replace pixels in such case.

Until we find a good solution, let's not use PBO on Android.

Fixes #988
2020-01-19 17:02:34 +09:00
Hajime Hoshi
b3bdf51905
graphicscommand: Return the error immediately (#1060)
Now grpahicscommand saves the error and shows the error after a
while. This was good to simplify the API but was the cause to hide
some issues.

This change fixes all the errors to be returned immediately, and
buffer this in the ebiten package instead.

Fixes #971
2020-01-19 01:18:56 +09:00
Hajime Hoshi
5c285de3db uidriver/mobile: Prevent non-mobile environments from compiling 2020-01-18 21:15:56 +09:00
Hajime Hoshi
2b9cd5aed6 uidriver/mobile: Bug fix: Compile error
TravisCI doesn't compile for mobiles, so we missed this error.

Updates #1037
2020-01-18 17:39:36 +09:00
Zachary Burkett
6686044452 ui: Add IsForeground API to glfw driver (#1058)
Updates #1037
2020-01-16 10:47:23 +09:00
Hajime Hoshi
6eb05a0203 graphicsdriver/opengl: Enable to compile with gldebug 2020-01-13 18:55:30 +09:00
Hajime Hoshi
e797aed6c9 uidriver/glfw: Refactoring 2020-01-13 18:23:18 +09:00
Hajime Hoshi
c1adf60e69 uidriver/glfw: Rename files 2020-01-13 18:15:39 +09:00
Hajime Hoshi
b4819c4523
input: Rename GamepadGUID -> GamepadSDLID (#1049)
Gamepad GUID is a SDL specific notion and, strictly speaking,
they are not GUID (UUID) since they don't follow UUID's
specifications.

Renaming the function makes the situation clearer.

Updates #1048
2020-01-11 15:50:37 +09:00
Hajime Hoshi
68d58d7452 buffered: Refactoring 2020-01-11 03:11:56 +09:00
Hajime Hoshi
52a5ed0ad4 buffered: Add tests for #1050 2020-01-11 02:45:46 +09:00
hiroebe
27404b7ae3 buffered: Fix delayed DrawImage() (#1050) 2020-01-10 23:58:22 +09:00
Jake Bentvelzen
c17946bb82 ui: Add GamepadGUID and GamepadName functions (#1035)
Fixes #1034
2020-01-09 22:11:32 +09:00
hiroebe
6ee587301c Fix multiple close for channel (#1047) 2020-01-08 12:50:57 +09:00
Hajime Hoshi
2cbd5aa16e mipmap: Remove unused members 2020-01-08 02:32:28 +09:00
Hajime Hoshi
4c8137ccf5 mipmap: Bug fix: Use more negative mipmaps when float precision is low
Fixes #1044
2020-01-08 02:06:36 +09:00
Hajime Hoshi
c99fd1a742 mipmap: Create mipmap package and bufferd.Image uses it
Mipmap calculation must be executed after the main loop starts
because the graphics driver's HasHighPrecisionFloat is needed.
Then, operations on mipmap images must be called from images in
buffered package.

Updates #1044
2020-01-08 02:06:01 +09:00
Hajime Hoshi
9be3495077 driver: Remove Graphics.SetWindow
Fixes #1026
2020-01-03 19:04:48 +09:00
Hajime Hoshi
fa95275a02 uidriver/glfw: Bug fix: js should be excluded from compiling targets 2020-01-03 19:01:45 +09:00
Hajime Hoshi
982b7d6ddc driver: Let UI have Graphics
Now UIs own the implementation of Graphics.

Updates #1026
2020-01-03 18:32:27 +09:00
Hajime Hoshi
e66f1fb71e graphicsdriver/opengl: Use glBufferSubData instead of glTexSubImage2D on browsers
Updates #988
2020-01-02 16:27:51 +09:00
Hajime Hoshi
de48a13a6e graphicsdriver/opengl/gl: Remove unused functions 2020-01-02 00:17:39 +09:00
Hajime Hoshi
38815ba801 graphicsdriver/opengl: Use glBufferSubData instead of glMapBuffer
We have confirmed that this does not slow down ReplacePixels.

Fixes #993
Fixes #1040
2020-01-02 00:01:27 +09:00
zamadatix
c4dfc69c81 Typo Corrections from https://goreportcard.com/ (#1042)
Correct typo found by https://goreportcard.com/
2020-01-01 23:59:56 +09:00
Hajime Hoshi
51f4ba1320 graphicsdriver/opengl: Refactoring 2020-01-01 01:57:12 +09:00
Hajime Hoshi
815afe6670 graphicsdriver/opengl: Reduce calls of glBindTexture 2020-01-01 01:39:45 +09:00
Hajime Hoshi
8285fbfac9 graphicsdriver/opengl: Add error checks 2019-12-31 04:22:28 +09:00
Hajime Hoshi
9ed8279fc8 driver: Add interface Window 2019-12-25 00:24:21 +09:00
Hajime Hoshi
049aa552d4 ui: Add SetWindowResizable
This change also fixes example/windowsize.

Fixes #320
2019-12-22 19:26:04 +09:00
Hajime Hoshi
c9863284cf uidriver/glfw: Set a default window size
Now RunGame can be called without SetWindowSize.
2019-12-22 12:51:36 +09:00
Hajime Hoshi
7d56e4335e ui: Add RunGame, WindowSize and SetWindowSize
This change introduces the new APIs RunGame, WindowSize and
SetWindowSize. These new APIs hides the notion of 'scale', and is
more flexible with the outside size change. This means that we can
introduce a resizable window.

This change also adds -legacy flag to examples/windowsize. If the
flag is off, the new APIs are used.

This change deprecates these functions since the notion of 'scale'
is deprecated:

  * ScreenScale
  * ScreenSizeInFullscreen
  * SetScreenScale
  * SetScreenSize

Fixes #943, #571
Updates #320
2019-12-22 03:35:31 +09:00
Hajime Hoshi
57d527bea2 driver: Remove 'title' argument from UI.Run 2019-12-22 01:41:51 +09:00
Hajime Hoshi
8b995b086b driver: Remove some arguments from UI.Run 2019-12-21 22:52:23 +09:00
Hajime Hoshi
8013fef9ea uidriver: Bug fix: Needed to implement MonitorPosition 2019-12-21 21:15:58 +09:00
Hajime Hoshi
dabaf66b81 uidriver: Remove width/height/scale arguments from run
The initial window position is determined on ebiten package side.

Updates #943
2019-12-21 20:10:58 +09:00
Hajime Hoshi
d07028735f uidriver/glfw: Refactoring 2019-12-21 19:52:07 +09:00
Hajime Hoshi
987f333d95 uidriver/glfw: Rename variables 2019-12-21 17:34:58 +09:00
Hajime Hoshi
2e8358529c uidriver/glfw: Bug fix: WindowPos/SetWindowPos should convert pixels
This change also enables these functions even on fullscreen mode.

Fixes #1010
2019-12-21 17:03:19 +09:00
Hajime Hoshi
09ea15e0ff shareable: Bug fix: Unexpected allocation when extending an image
Fixes #1028
2019-12-20 01:13:28 +09:00
Hajime Hoshi
85cbc7e56b Enable to compile Ebiten on js/wasm with Go 1.14
Fixes #1024
2019-12-19 00:45:53 +09:00
Hajime Hoshi
9486defdae uidriver/mobile: Rely on uiContext's Layout function to determine the screen size 2019-12-17 02:16:45 +09:00
Hajime Hoshi
6a8013ed37 ui: Reduce arguments from newUIContext 2019-12-16 11:12:38 +09:00
Hajime Hoshi
bda11b0e17 driver: Add UI.SetWindowSize and UIContext.Layout
This is a preparation to introduce RunGame function.

Updates # 943 (Fix this line before committing)
2019-12-15 02:29:43 +09:00
Hajime Hoshi
d8f02cf03e uidriver/js: Bug fix: Compile error on CursorMode 2019-12-14 12:54:21 +09:00
Zachary Burkett
ed19d6fae9 Add cursor capture functionality (#1016)
Fixes #1016
2019-12-14 12:30:03 +09:00
Hajime Hoshi
ba0e8ef13f uidriver/mobile: Refactoring: Rename variables 2019-12-13 02:50:57 +09:00
Hajime Hoshi
2871795895 uidriver/glfw: Refactoring: Remove mutex from Input
Mixing a thread and a mutex is risky. Use a thread if possible.
2019-12-12 03:20:24 +09:00
Hajime Hoshi
a3343afc36 graphicsdriver/opengl/gl: Use pkg-config instead of LDFLAGS
Updates #1012
2019-12-11 03:00:25 +09:00
Hajime Hoshi
00fb4cd2f9 uidriver/glfw: Refactoring: Remove windowWidthInDP 2019-12-09 01:39:42 +09:00
Hajime Hoshi
190feb6ecd uidriver/glfw: Rename variables
DP represents a device independent pixel.
2019-12-09 00:19:38 +09:00
Hajime Hoshi
7d403930af uidriver/glfw: Bug fix: Compile errors on Windows and Linux 2019-12-08 23:20:09 +09:00
Hajime Hoshi
c243bfcdd8 uidriver/glfw: Fix comments 2019-12-08 23:03:13 +09:00
Hajime Hoshi
3e89e7e561 uidriver/glfw: Bug fix: Show the window at last on initialization 2019-12-08 23:00:10 +09:00
Hajime Hoshi
e00a190f22 uidriver/glfw: Refactoring: Add toDeviceIndependentPixel / toDeviceDependentPixel 2019-12-08 22:09:12 +09:00
Hajime Hoshi
a0cf8bac21 uidriver/glfw: Refactoring: Limit the calls of devicescale.GetAt 2019-12-08 20:55:40 +09:00
Hajime Hoshi
8e9f5b9535 driver: Remove Suspend/ResumeAudio from UIContext 2019-12-08 16:17:02 +09:00
Hajime Hoshi
63fbffa9f6 uidriver/glfw: Fix thread issues at reqWidth/reqHeight 2019-12-08 02:44:14 +09:00
Hajime Hoshi
22e3db6814 uidriver/glfw: Add comments
Updates #1004
2019-12-08 02:04:04 +09:00
Hajime Hoshi
80fbc9701c uidriver/glfw: Force to swap buffer or recreate an window after toggling fullscreen
This change resolves a bug that an image lag remains after
toggling fullscreen.

On OpenGL, swapping buffer is necessary after toggling fullscreen.

On Metal, recreating a window works after toggling fullscreen.

Fixes #1004
2019-12-08 01:47:32 +09:00
Hajime Hoshi
2180613e2a uidriver/glfw: Refactoring: Add createWindow 2019-12-07 19:56:56 +09:00
Hajime Hoshi
67ee0ff5d4 uidriver/glfw: Refactoring: Remove forceSetScreenSize 2019-12-07 17:35:57 +09:00
Hajime Hoshi
c9bc5913fd driver: Refactoring: Remove Graphics.Flush
Updates #226
2019-12-06 08:56:55 +09:00
Hajime Hoshi
7991ba4cfa graphicsdriver/metal: Bug fix: Failed to compile for iOS
The definition of BOOL is different between macOS and iOS. C's
bool is used on iOS, but C's bool is hard to use from Go (e.g.,
an integer cannot be converted to C's bool). Use unsigned char
instead.

Fixes #1006
2019-12-03 01:03:44 +09:00
Hajime Hoshi
42056c2d61 restorable: Refactoring: Remove Clear
Fill now fills the whole texture.
2019-12-02 03:03:07 +09:00
Hajime Hoshi
b35ffa57b3 Revert "uidriver/glfw: Remove the dirty hack for GLFW 3.2"
This reverts commit d1da5b4920.

Reason: The dirty hack might still be needed.
2019-12-02 01:06:55 +09:00
Hajime Hoshi
d1da5b4920 uidriver/glfw: Remove the dirty hack for GLFW 3.2
See also https://github.com/glfw/glfw/issues/1334.

Updates #703
2019-12-02 01:04:28 +09:00
Hajime Hoshi
5153713469 uidriver/glfw: Make the panic messages more consistent 2019-12-01 03:34:09 +09:00
Hajime Hoshi
0ec447e0d0 ui: Add SetScreenTransparent / IsScreenTransparent
Fixes #1001
2019-12-01 03:31:32 +09:00
Hajime Hoshi
b8a099e354 ui: Bug fix: (Set)WindowPosition didn't work well with fullscreen mode 2019-12-01 00:39:04 +09:00
Hajime Hoshi
6cd0b44baa uidriver/glfw: Use invalidPos instead of pointers 2019-12-01 00:21:11 +09:00
Hajime Hoshi
e463f9e611 ui: Make (Set)WindowPosition concurrent safe 2019-12-01 00:11:46 +09:00
Hajime Hoshi
9b2f864fc8 ui: Add SetWindowPosition(x, y int)
Fixes #936
2019-11-30 23:22:39 +09:00
Hajime Hoshi
c021d6be6a ui: Add WindowPosition()
Fixes #936
2019-11-30 22:37:56 +09:00
Hajime Hoshi
e0d780b029 uidriver/glfw: Enable to call SetWindowDecorated after Run
Fixes #556
2019-11-26 11:46:18 +09:00
Hajime Hoshi
995ba3afcf glfw: Update GLFW 3.3 2019-11-26 11:21:07 +09:00
Hajime Hoshi
a040aae83b glfw: Update to GLFW 3.3
Fixes #1000
2019-11-26 01:19:20 +09:00
Hajime Hoshi
5f33d47711 png: Add stdlibfuzz.go 2019-11-26 00:13:50 +09:00
Hajime Hoshi
f6390abad7 png: Update for Go 1.13 2019-11-25 22:24:33 +09:00
Hajime Hoshi
21ba42325c graphicsdriver/opengl: Use smaller PBOs 2019-11-24 18:32:35 +09:00
Hajime Hoshi
78e912e30b graphicsdriver/opengl: Fix comments 2019-11-24 18:11:45 +09:00
Hajime Hoshi
3d3a1be1c4 graphicsdriver/opengl: Use glTexSubImage2D instead of glTexImage2D 2019-11-24 18:07:21 +09:00
Hajime Hoshi
9f483ddc60 graphicsdriver/opengl: Adopt WRITE_ONLY for PBOs
It looks like it is safe to use WRITE_ONLY:
https://stackoverflow.com/questions/30248594/write-only-glmapbuffer-what-if-i-dont-write-it-all
2019-11-24 17:42:28 +09:00
Hajime Hoshi
4c4f67197f graphicsdriver/opengl/gl: Bug fix: compile error on non-Windows (again) 2019-11-24 03:05:14 +09:00
Hajime Hoshi
ac6a3f0900 graphicsdriver/opengl/gl: Bug fix: compile error on non-Windows 2019-11-24 02:02:40 +09:00
Hajime Hoshi
0ef8009c11 graphicsdriver/opengl: Use uintptr whenever possible instead of unsafe.Pointer 2019-11-20 02:00:02 +09:00