Hajime Hoshi
35f4884a74
ebiten: add RunGameOptions.StrictContextRestration
...
This reverts commit a30f075896
.
This change adds a new option StrictContextRestration to make the
restoration optional.
Closes #3083
2024-09-07 18:36:04 +09:00
Hajime Hoshi
f98003bcd5
ebiten: add ColorSpace and RunGameOptions.ColorSpace
...
This works only for macOS Metal and WebGL so far.
Closes #2871
2024-08-28 03:03:57 +09:00
Hajime Hoshi
bb799da51f
internal/ui: use atomic.Int32 instead of atomic.Store/LoadInt32
...
Updates #2422
2024-04-29 21:53:43 +09:00
Hajime Hoshi
f34932151d
all: use atomic.Bool instead of atomic.Store/LoadUint32
...
Updates #2422
2024-04-29 21:16:01 +09:00
Hajime Hoshi
f4029aaa77
ebiten: add (*Monitor).Size() to replace ScreenSizeInFullscreen()
...
Also, this change fixes redundant checks the case when a monitor
does not exist. Now Ebitengine checks a monitor existence at the
initialization.
Closes #2145
Closes #2795
2024-03-23 23:32:43 +09:00
Hajime Hoshi
40f3cbe1e3
internal/ui: bug fix: DeviceScaleFactor should be initialized asap on Android
...
Closes #2913
2024-02-24 19:48:20 +09:00
Hajime Hoshi
6d898d752e
ebiten: add (*Monitor).DeviceScaleFactor()
...
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
9539a87b17
all: drop the support of gomobile-build
...
Closes #2741
2024-01-08 00:43:26 +09:00
Hajime Hoshi
2da56c00c8
internal/ui: remove renderThread
...
Updates #2714
2024-01-02 17:14:38 +09:00
Hajime Hoshi
4895ae7f93
internal/graphicsdriver/opengl: refactoring: move some functions from internal/ui
...
Updates #2714
2023-12-23 22:30:13 +09:00
Hajime Hoshi
27bc3e2487
internal/ui: refactoring: remove duplicated member variables
2023-10-29 19:25:02 +09:00
Hajime Hoshi
accb777f51
internal/ui: refactoring: remove unused functions
2023-10-29 19:16:11 +09:00
Hajime Hoshi
5fe8c29b4c
internal/ui: refactoring: integrate (*UserInterface).run
2023-10-29 18:57:10 +09:00
Hajime Hoshi
ea842495cf
internal/ui: refactoring
2023-10-29 18:29:41 +09:00
Hajime Hoshi
457f6bb964
Revert "internal/ui: bug fix: panic at ReadPixels before running"
...
This reverts commit 2f6df3d4d6
.
Reason: regression by calling (*ebiten.Image).At from a different goroutine
Updates #2820
2023-10-27 14:29:41 +09:00
Hajime Hoshi
2f6df3d4d6
internal/ui: bug fix: panic at ReadPixels before running
...
Closes #2820
2023-10-27 12:18:34 +09:00
Hajime Hoshi
8274b32301
internal/graphicslibrary: refactoring: remove IsGL and IsDirectX
2023-10-15 17:30:16 +09:00
Hajime Hoshi
83a4133577
internal/ui: refactoring: remove globalState
2023-10-15 16:51:16 +09:00
Hajime Hoshi
a16a03c9db
internal/ui: refactoring
2023-10-15 16:38:05 +09:00
Hajime Hoshi
a89aaa0756
internal/ui: refactoring: remove fpsMode from globalState
2023-10-15 16:19:41 +09:00
Hajime Hoshi
27fd10595b
internal/ui: refactoring: reduce global functions and prefer Get()
2023-10-15 03:40:48 +09:00
Hajime Hoshi
69f1fa5f29
internal/ui: unify the receivers for UI
2023-10-15 02:51:23 +09:00
Hajime Hoshi
82f2319020
internal/hook: rename hooks -> hook
2023-10-06 13:58:00 +09:00
Hajime Hoshi
95b4eeafce
all: remove unnecessary build tag restrictions
2023-10-01 23:27:57 +09:00
Hajime Hoshi
458a415131
internal/ui: move impls for device scale to internal/ui for mobiles
2023-09-24 15:29:14 +09:00
Hajime Hoshi
8a0aba45f5
internal/ui: update touches after the layout is determined on mobiles
...
Closes #2763
2023-09-17 21:56:26 +09:00
Hajime Hoshi
8c25b07336
internal/ui: call updateInputState after layoutGame
...
The cursor position is affected by the current layout. Then, input
states should be updated after layoutGame is called.
Updates #2763
2023-09-17 14:58:32 +09:00
Ketchetwahmeegwun T. Southall
60b7de6a3c
ebiten: add APIs to treat monitors ( #2597 )
...
This change adds these APIs:
* `type MonitorType`
* `func (*MonitorType) Bounds() image.Rectangle`
* `func (*MonitorType) Name() string`
* `func Monitor() *MonitorType`
* `func SetMonitor(*MonitorType)`
* `func AppendMonitors([]*MonitorType) []*MonitorType`
Closes #1835
2023-08-30 21:02:04 +09:00
Hajime Hoshi
3869e2e4f6
internal/ui: refactoring: integrate the render thread usages into internal/graphicscommand
...
Updates #2664
2023-07-30 03:50:49 +09:00
Hajime Hoshi
b40c5b1e99
internal/ui: catch an error at At at updateIconIfNeeded
...
Closes #2647
2023-04-20 00:59:14 +09:00
Hajime Hoshi
b79f0394cc
internal/ui: refactoring: allow slices in InputState
2023-01-22 01:28:57 +09:00
Hajime Hoshi
d53803615a
internal/ui: merge a window-closing state into an input state
2023-01-21 23:42:48 +09:00
Hajime Hoshi
0e137e8dd7
internal/ui: bug fix: compile error on mobiles
2022-12-30 15:44:01 +09:00
Hajime Hoshi
7e7deeab22
internal/ui: bug fix: SetWindowIcon crashed in the single-thread mode
...
Updates #1468
Closes #2513
2022-12-30 00:01:11 +09:00
Hajime Hoshi
4d89b5de07
internal/ui: refactoring
2022-12-29 20:47:32 +09:00
Hajime Hoshi
c638727759
internal/thread: remove Stop and use context.Context instead
2022-12-28 17:11:55 +09:00
Hajime Hoshi
5e7ec81f5c
internal/ui: rename functions
2022-12-27 12:54:01 +09:00
Hajime Hoshi
a5b6f39ed7
internal/ui: bug fix: reset the input state immediately after reading
...
Before this change, the input state was reset at the end of a tick.
This means that wheel deltas or input chars in a tick might be reset
unexpectedly.
This change fixes the issue by reseting the input state immediately
when reading, so that wheel events and input-char events are preserved.
Updates #2496
Updates #2501
2022-12-21 00:27:28 +09:00
Hajime Hoshi
59295cc85f
internal/ui: bug fix: input state should be reset for each tick, not frame
...
Before this change, input states were reset for each frame. When FPS
is bigger than TPS, the input state was reset more often than expected
and then some inputs were missing.
This change fixes the issue by resetting input states not for each frame
but for each tick.
This change also updates some comments of the input API.
Updates #2496
Closes #2501
2022-12-20 10:07:19 +09:00
Hajime Hoshi
d1b9a0a9a1
internal/ui: freeze the input state for each frame
...
After this change, the input APIs will return more consistent results
for one frame.
Closes #2496
2022-12-18 23:54:43 +09:00
Hajime Hoshi
3024e07ecc
ebiten: add RunGameOptions.ScreenTransparent
...
Closes #2378
2022-12-09 22:50:57 +09:00
Hajime Hoshi
d31b0189a2
ebiten: add RunGameOptions.InitUnfocused
...
Updates #2378
2022-12-09 21:27:32 +09:00
Hajime Hoshi
bb68ebfcad
ebiten: add RunGameWithOptions to specify graphics library
...
This also adds mobile.SetGameWithOptions.
Updates #2378
2022-12-09 21:27:31 +09:00
Hajime Hoshi
7d146fb70b
internal/ui: bug fix: IsGL / SetUIView can be called before initialization is done
...
The functions in the package `mobile/ebitenmobileview` could be invoked
from EbitenViewController even before the graphics driver initialization
is done in theory.
This change fixes this issue by waiting the initialization by
channels. Also, this change adds error handlings at these functions.
Closes #2455
2022-11-15 01:53:20 +09:00
Hajime Hoshi
a0a5f2b301
internal/graphicsdriver/opengl: remove SetGomobileGLContext
...
This change is needed to initialize the context at opengl.NewGraphics.
Updates #2451
2022-11-13 15:07:14 +09:00
Artem Yadelskyi
5b53cef59e
all: remove old // +build
comments ( #2431 )
...
Closes #2325
2022-11-03 12:55:14 +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
e7c0a121c4
all: remove the build tag 'ebitencbackend'
...
This also automatically enables 'egl' when 'nintendosdk' is specified.
Updates #2242
2022-08-12 13:15:39 +09:00