theinternetftw
5774cf808f
internal/ui: show window after first draw on glfw ( #2875 )
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Fixes #2725 by avoiding the flash in the first place. Showing the
window this way was already default on macOS; This makes it default
for all glfw platforms.
Closes #2725
2023-12-29 14:16:54 +09:00
Hajime Hoshi
338b8957e8
internal/graphicscommand: add Terminate
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This change reduces a render thread usage in internal/ui.
Updates #2714
2023-12-27 02:28:55 +09:00
Hajime Hoshi
4895ae7f93
internal/graphicsdriver/opengl: refactoring: move some functions from internal/ui
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Updates #2714
2023-12-23 22:30:13 +09:00
Hajime Hoshi
b73d63da29
internal/glfw: change the default client API to No-API
2023-12-21 04:05:13 +09:00
Hajime Hoshi
4ef7b5c166
internal/graphicsdriver/opengl: refactoring: hide SetGLFWClientAPI
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Updates #2714
2023-12-20 02:47:19 +09:00
Hajime Hoshi
f6f0cf05e6
internal/ui: refactoring: move updateVsyncOnRenderThread to the OpenGL driver
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Updates #2714
2023-12-20 02:38:20 +09:00
Hajime Hoshi
6fd18150d8
internal/graphicsdriver/opengl: move egl
to the package opengl
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Updates #2714
2023-12-19 23:41:14 +09:00
bsski
b8df1217c3
all: fix typos ( #2864 )
2023-12-17 22:42:34 +09:00
Hajime Hoshi
d7ebc19d04
internal/ui: refactoring: reduce usages of renderThread
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Updates #2714
2023-12-17 16:21:07 +09:00
Hajime Hoshi
3b1684978b
internal/ui: typo
2023-12-06 23:00:58 +09:00
Hajime Hoshi
acd317bf91
internal/ui: bug fix: wrong for-loop condition
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Closes #2847
2023-11-18 20:01:24 +09:00
Hajime Hoshi
3df2ffebd1
internal/ui: refactoring: integrate Run except for mobiles
2023-11-05 00:49:53 +09:00
Hajime Hoshi
563bbda615
internal/ui: bug fix: build failure on mobiles
2023-11-05 00:43:02 +09:00
Hajime Hoshi
2db10b1e9c
ebiten: add RunGameOptions.SingleThread and deprecate ebitenginesinglethread
build tag
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Closes #2830
2023-11-05 00:01:44 +09:00
Hajime Hoshi
4e93efa5ac
internal/graphicsdriver: reland: add FillRule and replace boolean values with this
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Updates #2782
2023-11-04 19:09:50 +09:00
Hajime Hoshi
f695df5924
Revert "internal/graphicsdriver: add FillRule and replace boolean values with this"
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This reverts commit 38cf964a3b
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Reason: build failure on Windows
2023-11-04 19:02:40 +09:00
Hajime Hoshi
38cf964a3b
internal/graphicsdriver: add FillRule and replace boolean values with this
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Updates #2782
2023-11-04 18:57:31 +09:00
Hajime Hoshi
1f95c98969
internal/graphics: reland: change the definition of MaxVerticesCount
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Updates #2612
2023-11-04 16:02:22 +09:00
Hajime Hoshi
3a632be0c7
Revert "internal/graphics: change the definition of MaxVerticesCount"
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This reverts commit 3047ad202a
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Reason: Failed to build for 32bit architectures
Updates #2612
2023-11-04 15:10:31 +09:00
Hajime Hoshi
3047ad202a
internal/graphics: change the definition of MaxVerticesCount
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Updates #2612
2023-11-04 14:38:34 +09:00
Hajime Hoshi
f2544a1bd9
internal/graphicsdriver: use []uint32 instead of []uint16 for indices
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Updates #2612
2023-11-04 04:39:17 +09:00
Hajime Hoshi
c01ceeaa6a
ebiten: replace (*Image).Dispose with Deallocate
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Closes #2808
2023-11-03 17:45:39 +09:00
Hajime Hoshi
bdd8916bb1
ebiten: replace (*ebiten.Shader).Dispose with Deallocate
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Updates #2808
2023-11-03 16:25:18 +09:00
Hajime Hoshi
5da80ef3a7
internal/graphicsdriver: add playstation5
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Updates #2799
2023-10-29 22:16:58 +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
ae1ea3ba05
internal/ui: bug fix: compile failure
2023-10-29 19:14:24 +09:00
Hajime Hoshi
c4ce1b3503
internal/ui: start implementing UserInterface for PS5
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Updates #2799
2023-10-29 19:13:08 +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
6339872da8
internal/graphicscommand: disable asynchronous rendering when vsync is on
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Asynchronouse rendering was introduced at #2664 , but apparently this
caused a delay between a game's update and its rendering.
Disable this when vsync is on. When vsync is off, we should not have
to care the delay since new renderings keep to come. Rather,
asynchronous renderings improves FPS.
Updates #2664
Updates #2822
2023-10-28 14:59:25 +09:00
Hajime Hoshi
98f2798b07
internal/ui: call a graphics driver's SetFPSMode only when necessary
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It was odd to call this in the swapBufferForGL function.
2023-10-28 14:50:40 +09:00
Hajime Hoshi
457f6bb964
Revert "internal/ui: bug fix: panic at ReadPixels before running"
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This reverts commit 2f6df3d4d6
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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
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Closes #2820
2023-10-27 12:18:34 +09:00
Hajime Hoshi
4eb9b3a152
internal/ui: remove unused members
2023-10-27 10:49:45 +09:00
Hajime Hoshi
55702a7c28
internal/atlas: refactoring: ensure ReadPixels to be processed in a frame
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This enables to call (*Image).At from HandleInput, which might be
called outside of a frame.
Updates #1704
2023-10-25 00:48:09 +09:00
Hajime Hoshi
a3ba83c5da
internal/ui: bug fix: an error was ignored
2023-10-24 14:44:53 +09:00
Hajime Hoshi
f2acc3d9f7
internal/ui: refactoring
2023-10-24 14:38:23 +09:00
Hajime Hoshi
2eca476054
internal/ui: bug fix: EndFrame was not called when layoutGame returned 0s
2023-10-24 02:31:05 +09:00
Hajime Hoshi
b94c3fa9bb
internal/atlas: split EndFrame into EndFrame and SwapBuffers
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This enables to do something asynchronously while executing SwapBuffers
in a different goroutine.
This is a preparation for HandleInput.
Updates #1704
2023-10-24 00:22:04 +09:00
Hajime Hoshi
c2ad36bdce
internal/ui: use BlendSourceOver at Fill when possible
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Closes #2817
2023-10-21 01:24:49 +09:00
Hajime Hoshi
39688dd27d
internal/processtest: improve test issue2815
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WritePixels for 1x1 image is optimized at internal/ui, and Ebitengine
doesn't read pixels from GPU in this case. Enlarge the tested image,
and use DrawImage to ensure to invalidate the internal cache.
Updates #2815
2023-10-20 02:48:21 +09:00
Hajime Hoshi
e80e981bf5
internal/atlas: let callers retry ReadPixels instead of blocking
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This is a preparation to implement HandleInput, which might call
(*Image).At in its callback.
Updates #1704
2023-10-20 02:30:32 +09:00
Hajime Hoshi
da979a3ab2
internal/buffer, internal/mipmap: remove Shader
2023-10-19 00:52:32 +09:00
Hajime Hoshi
630789757f
all: add files for PlayStation 5
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The implementation is WIP.
Updates #2799
2023-10-16 00:54:08 +09:00
Hajime Hoshi
bdd68ca01a
internal/ui: reland: use errors.New instead of fmt.Errorf
2023-10-16 00:25:51 +09:00
Hajime Hoshi
565e944691
Revert "internal/ui: use errors.New instead of fmt.Errorf"
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This reverts commit ed49d8cc9a
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Reason: compile error
2023-10-16 00:24:41 +09:00
Hajime Hoshi
ed49d8cc9a
internal/ui: use errors.New instead of fmt.Errorf
2023-10-16 00:23:37 +09:00
Hajime Hoshi
e1f18b53f5
internal/ui: refactoring
2023-10-16 00:02:25 +09:00
Hajime Hoshi
47e70f2544
internal/ui: use errors.New instead of fmt.Errorf
2023-10-15 23:27:04 +09:00
Hajime Hoshi
742f3a6dac
internal/ui: refactoring: reduce functions
2023-10-15 20:14:23 +09:00
Hajime Hoshi
18714e22a1
internal/ui: reland: return errors when getting a graphics driver fails
2023-10-15 18:34:08 +09:00
Hajime Hoshi
bd10f19567
Revert "internal/ui: return errors when getting a graphics driver fails"
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This reverts commit d4e31aedd6
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Reason: compile error with -tags=nintendosdk
2023-10-15 18:32:47 +09:00
Hajime Hoshi
d4e31aedd6
internal/ui: return errors when getting a graphics driver fails
2023-10-15 18:26:13 +09:00
Hajime Hoshi
8274b32301
internal/graphicslibrary: refactoring: remove IsGL and IsDirectX
2023-10-15 17:30:16 +09:00
Hajime Hoshi
0378230b3e
internal/ui: refactoring: reduce theUI
2023-10-15 17:02:15 +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
beabe9c6ee
internal/ui: bug fix: compile failure with -tags=nintendosdk
2023-10-15 03:58:29 +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
77bdbac244
Revert "internal/ui: remove an unused function"
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This reverts commit df3a1c3cdd
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Reason: compile failure: UpdateInputFromEvent was used from textinput
2023-10-15 02:23:27 +09:00
Hajime Hoshi
df3a1c3cdd
internal/ui: remove an unused function
2023-10-15 01:32:39 +09:00
Hajime Hoshi
2a8d8d71fc
internal/ui: merge init functions
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The Go specification doesn't determine the order of init functions.
In order to reduce unexpected behavior, merge some init functions.
2023-10-15 00:17:09 +09:00
Hajime Hoshi
7018e7dfb1
internal/ui: rename files
2023-10-11 02:03:58 +09:00
Hajime Hoshi
738f13f73f
internal/ui: remove unnecessary build tags
2023-10-09 23:39:06 +09:00
Hajime Hoshi
cede5027d3
internal/glfw: merge internal/cglfw into internal/glfw
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Closes #2703
2023-10-07 23:59:55 +09:00
Hajime Hoshi
98dc59c89f
internal/cglfw: let functions return errors
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Updates #2703
2023-10-07 20:28:03 +09:00
Hajime Hoshi
82bceba847
internal/cglfw: let functions return errors in native_darwin.go and glfw_unix.go
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Updates #2703
2023-10-07 18:37:06 +09:00
Hajime Hoshi
82f2319020
internal/hook: rename hooks -> hook
2023-10-06 13:58:00 +09:00
Hajime Hoshi
e7ad5c52fe
internal/glfw: merge internal/goglfw into internal/glfw
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This also changes APIs in internal/glfw to return errors.
Updates #2703
2023-10-05 03:09:51 +09:00
Hajime Hoshi
aa55953c11
internal/ui: replace (*userInterface).err with (*globalState).err
2023-10-05 00:45:04 +09:00
Hajime Hoshi
0e722669ef
internal/glfw: add const definitions
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This is one of the steps to merge internal/glfw and internal/goglfw.
Updates #2703
2023-10-04 03:04:47 +09:00
Hajime Hoshi
84030a3f77
internal/ui: refactoring: remove unused functions
2023-10-04 02:54:55 +09:00
Hajime Hoshi
491b578866
ebiten: add KeyF13 to KeyF24
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Closes #2801
2023-10-04 00:45:49 +09:00
Hajime Hoshi
95b4eeafce
all: remove unnecessary build tag restrictions
2023-10-01 23:27:57 +09:00
Hajime Hoshi
8c7eb70635
internal/ui: bug fix: wrong monitor was detected on fullscreen
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Updates #2225
Updates #2794
2023-09-30 13:41:12 +09:00
Hajime Hoshi
22118ba962
internal/ui: add a comment
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Updates #2796
2023-09-30 02:55:04 +09:00
Hajime Hoshi
dce18d7c23
internal/ui: bug fix: SetWindowIcon(nil) didn't reset the window icon
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Closes #2796
2023-09-30 02:46:40 +09:00
Hajime Hoshi
13dfb28a98
internal/ui: copy a slice at SetIconImages
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This changes makes ebiten.SetIconImages a little safer.
2023-09-30 01:46:01 +09:00
Hajime Hoshi
7204ca86e3
internal/ui: refactoring: remove an unused member
2023-09-30 01:39:34 +09:00
Hajime Hoshi
aab22f4c1e
internal/ui: bug fix: use correct regions at (*monitors).monitorFromPosition
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Updates #2781
2023-09-30 00:30:06 +09:00
Hajime Hoshi
2fbef2106d
internal/ui: refactoring
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Updates #2781
2023-09-30 00:11:15 +09:00
Hajime Hoshi
03d6811a65
internal/ui: bug fix: initialMonitorByOS could return nil on macOS
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initialMonitorByOS could return nil when a cursor was at an extreme
position like the bottom of the display. Apparently, a cursor position
could take an inclusive range of the monitor size.
This change fixes this issue by fixing the comparison.
Even if initialMonitorByOS returns nil, a fallback primary monitor
should be used, so this is not a critical issue.
Updates #2794
2023-09-29 16:54:47 +09:00
Hajime Hoshi
14a2c703df
internal/ui: fix wrong panic messages
2023-09-29 15:36:43 +09:00
Hajime Hoshi
91abfe2c10
internal/ui: bug fix: compilie error on Windows
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Updates #2794
2023-09-29 12:54:41 +09:00
Hajime Hoshi
0bcee31a6f
internal/ui: bug fix: wrong monitor initialization on macOS
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This change fixes these issues:
* `currentMouseLocation()` returned a position in the macOS native
coordinate. This means the Y axis is upward, while the Y axis is
downward in the GLFW coordinate. This change adjusts the Y position.
* `(*monitors).monitorFromGLFWMonitor` always returned nil at least
on macOS. This change replaces this with a new method
`(*monitors).primaryMonitor`.
Updates #807
Closes #2794
2023-09-29 12:36:28 +09:00
Hajime Hoshi
4ca3fa5e57
internal/graphicsdriver: replace Region with image.Rectangle ( #2791 )
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Closes #2790
2023-09-28 14:29:55 +09:00
Hajime Hoshi
7cb64ccffe
internal/ui: refactoring
2023-09-28 01:01:58 +09:00
Hajime Hoshi
a65a45586f
internal/ui: bug fix: need nil check at dipFromGLFWMonitorPixel
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Updates #1878
2023-09-25 18:42:23 +09:00
Hajime Hoshi
58d3655597
internal/ui: remove unnecessary receivers from methods
2023-09-24 19:45:55 +09:00
Hajime Hoshi
b32575b7b2
internal/ui: refactoring: add (*Monitor).deviceScaleFactor
2023-09-24 19:41:37 +09:00
Hajime Hoshi
0e23045b90
internal/ui: refactoring: add (*monitors).monitorFromPosition
2023-09-24 19:41:28 +09:00
Hajime Hoshi
fab08bac92
internal/ui: use RLock/RUnlock whenever possible
2023-09-24 19:27:22 +09:00
Hajime Hoshi
4fb27adb9d
internal/ui: remove an old comment
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Now Ebitengine allows to specify the initial monitor, having an
initial monitor is no longer a hack.
Updates #1575
Updates #1835
2023-09-24 19:24:23 +09:00
Hajime Hoshi
b5d0dc3686
internal/ui: change the initial window position adjustment
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The window position should be posible if possible.
2023-09-24 19:07:21 +09:00
Hajime Hoshi
a23efac01c
internal/ui: refactoring: reduce member variables
2023-09-24 19:05:56 +09:00
Hajime Hoshi
c16bd1e249
internal/ui: refactoring: unify duplicated logics to initialize the window size and position
2023-09-24 18:55:45 +09:00
Hajime Hoshi
c7d1d28582
internal/ui: move impls for device scale to internal/ui for desktops
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This enables to remove restrictions for some functions to be called
from the main thread.
Updates #2423
2023-09-24 15:44:41 +09:00