Commit Graph

423 Commits

Author SHA1 Message Date
Hajime Hoshi
45acc2c5d8 internal/ui: reland: bug fix: disable window size limitation on fullscreen
Closes #2260
2023-09-16 16:49:49 +09:00
Hajime Hoshi
40fc96d78c internal/ui: forbid a green button when a max window size limit is specified
Updates #2260
2023-09-16 16:40:03 +09:00
Hajime Hoshi
128215eedd Revert "internal/ui: bug fix: disable window size limitation on fullscreen"
This reverts commit 9a5ef1b553.

Reason: we should disable the green button instead

Updates #2260
2023-09-16 03:23:34 +09:00
Hajime Hoshi
657e4c2541 internal/ui: update a comment
Closes #2240
2023-09-16 03:12:37 +09:00
Hajime Hoshi
619436a47b internal/ui: refactoring: add monitor_glfw.go 2023-09-16 00:16:00 +09:00
Hajime Hoshi
dd2768d5f3 internal/ui: bug fix: introduce locks for monitors
Updates #1853
2023-09-15 03:59:13 +09:00
Hajime Hoshi
32bd565df9 internal/ui: bug fix: setWindowMonitor was processed even when the same monitor was specified
Updates #1835
2023-09-15 03:30:15 +09:00
Hajime Hoshi
b710ff17c8 internal/ui: bug fix: wait for a while after exiting fullscreen on macOS
Closes #2758
2023-09-15 03:19:37 +09:00
Hajime Hoshi
90accfba1e internal/ui: bug fix: do not call PollEvents on Windows and Linux
Updates #2296
2023-09-15 03:11:58 +09:00
Hajime Hoshi
568e98ef1c internal/ui: bug fix: call setOrigWindowPos on entering fullscreen
Closes #2757
2023-09-15 02:53:38 +09:00
Hajime Hoshi
f7a801d591 internal/ui: refactoring 2023-09-15 02:45:31 +09:00
Hajime Hoshi
9a5ef1b553 internal/ui: bug fix: disable window size limitation on fullscreen
Closes #2260
2023-09-15 02:19:20 +09:00
Hajime Hoshi
f30a58a393 internal/ui: bug fix: disable global functions after the game termination
Closes #2743
2023-09-02 15:38:41 +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
f81dbd9288 internal/graphicsdriver: flush commands asynchronously whenever possible
Closes #2664
2023-07-30 22:44:13 +09:00
Hajime Hoshi
5a64f8299e internal/thread: refactoring: add a common interface Thread 2023-07-30 22:42:24 +09:00
Hajime Hoshi
d13bea29dc internal/ui: refactoring 2023-07-30 03:52:54 +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
91e1c0ea29 ebiten: add more cursor shapes
This change adds these new cursor shapes:

* CursorShapeNESWResize
* CursorShapeNWSEResize
* CursorShapeMove
* CursorShapeNotAllowed

Closes #2476
2023-07-23 00:49:45 +09:00
Hajime Hoshi
929539b66e add exp/textinput package
This works only for macOS and browsers so far.

Updates #1029
2023-07-05 02:09:04 +09:00
Hajime Hoshi
0785502be3 internal/ui: refactoring 2023-05-09 00:35:54 +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
09d2459f1c internal/ui: a more robust fix for the unfocused-window loop
Depending on the member variable bufferOnceSwapped is a little fragile.
Detect whether the window is shown or not instead.

Updates #2620
2023-04-01 03:36:51 +09:00
Hajime Hoshi
db7c99fde8 internal/ui: bug fix: an unfocused window should not wait until buffers are swapped once
On macOS, a window is hidden until buffers are swapped once. If a game is
not runnable on unfocused, as the window is hidden and unfocused, the
waiting loop for a window never ends.

This change fixes the issue by changing the loop condition.

Closes #2620
2023-04-01 03:01:59 +09:00
Hajime Hoshi
1656c47abf internal/ui: bug fix: hiding a window decoration at initialization doesn't work on macOS
Closes #2600
2023-03-14 00:27:57 +09:00
Hajime Hoshi
e93bcd9e55 internal/ui: bug fix: needed to wait for swapping buffers before entering fullscreen
Closes #2599
2023-03-13 21:40:40 +09:00
Hajime Hoshi
7315044dcf internal/ui: remove a redundant call to close a window
glfw.Terminate should close the window too. This might fix the issue
so let's wait and see.

Updates #2551
2023-02-15 14:36:28 +09:00
Hajime Hoshi
f009dd8dd2 ebiten: implement DroppedFiles to replace AppendDroppedFiles
Closes #2552
2023-01-25 14:27:11 +09:00
Hajime Hoshi
8c25fac860 ebiten: add AppendDroppedFiles
Closes #1868
2023-01-22 17:22:25 +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
95f1ef0fb9 internal/ui: bug fix: recover the cursor shape when the cursor is visible
Closes #2527
2023-01-07 20:03:21 +09:00
Hajime Hoshi
365740aca9 internal/ui: update comments
Updates #2521
2023-01-03 21:39:34 +09:00
Hajime Hoshi
da97657afb Revert "internal/ui: refactoring: remove unnecessary hack for unfocusing"
This reverts commit 3f753b7086.

Reason: this was actually necessary.

Updates #982
Updates #987
Closes #2521
2023-01-03 02:06:55 +09:00
Hajime Hoshi
471237b701 internal/ui: bug fix: ignore ERROR_BUSY when deleting a GL context
Closes #2518
2023-01-02 15:05:16 +09:00
Hajime Hoshi
34941ca083 all: separate the rendering thread from the main thread
Updates #1704
Closes #2512
2022-12-30 22:57:34 +09:00
Hajime Hoshi
0fc21470e2 internal/ui: move some context-dependent processes to updateFrameImpl
This is a preparation to introduce an independent thread for rendering.

Updates #2512
2022-12-30 22:06:36 +09:00
Hajime Hoshi
b9fb4e9f50 internal/ui: remove an unnecessary hack for macOS
Now macOS always uses the native fullscreen even for a transparent
window, we no longer need a hack to call SwapBuffers explicitly.

Updates #1004
2022-12-30 16:25:05 +09:00
Hajime Hoshi
0a03df297b internal/ui: make it explicit to call swapBuffers only w/ OpenGL 2022-12-30 15:44:01 +09:00
Hajime Hoshi
fa4916d063 internal/ui: refactoring 2022-12-30 13:28:00 +09:00
Hajime Hoshi
3f753b7086 internal/ui: refactoring: remove unnecessary hack for unfocusing
The sleeping for an unfocused state also happens in (*userInterfaceImpl).update().

Updates #982
Updates #987
2022-12-30 00:41:46 +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
b597ed1e27 internal/ui: remove unnecessary swapBuffer call
This was introduced at 9e161864f6, the
background is now unclear. Things work even without this hack.

Updates #157
Updates #158
2022-12-29 21:48:37 +09:00
Hajime Hoshi
42c08698fb internal/ui: give up re-rendering on resizing the window
It seems difficult to implement this correctly as long as the rendering
thread is the same as the main thread.

Closes #2144
Updates #2512
2022-12-29 21:27:44 +09:00
Hajime Hoshi
dd853050e9 internal/ui: refactoring 2022-12-29 21:09:30 +09:00
Hajime Hoshi
01eb1a0bca internal/ui: refactoring 2022-12-28 16:44:22 +09:00
Hajime Hoshi
e9248c6f33 internal/ui: rename t -> mainThread 2022-12-28 15:59:53 +09:00
Hajime Hoshi
ece60af1b7 internal/graphicsdriver/metal: stop using presentsWithTransaction
presentsWithTransaction caused many troubles. The critical thing was
that nextDrawable sometimes took more than one second when a user
inputs with NSTextView.

Fortunately, applications work well even without presentsWithTransaction.

Updates #1029
Updates #1196
Updates #1745
Updates #1974
2022-12-27 19:00:56 +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