Tom Lister
bea5ab3335
internal/uidriver/glfw: Native macOS implementation for setting cursor shape ( #1624 )
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Updates #1624
2021-05-02 14:50:50 +09:00
Hajime Hoshi
9b6ba5ed2c
ebiten: Add {Set,}WindowSizeLimits
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Closes #1385
2021-04-17 03:58:06 +09:00
Hajime Hoshi
d00d0c8556
ebiten: Add CursorShape/SetCursorShape/CursorShapeType
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This change adds APIs to enable to use system cursor shapes other
than the default shape (an arrow).
This change doesn't add these cursors since they seem a little
different on macOS from the other platforms.
* GLFW_HRESIZE_CURSOR
* GLFW_VRESIZE_CURSOR
Closes #995
2021-04-16 01:09:19 +09:00
Hajime Hoshi
4398a5e227
ebiten: Change the key name convention to follow the Web standard
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Closes #1394
2021-04-14 22:49:07 +09:00
Hajime Hoshi
7934c3b22b
internal/driver: Clean CursorMode values up
2021-04-11 03:29:14 +09:00
Hajime Hoshi
6b3c51921c
internal/driver: Remove Image.Sync
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Syncing is no longer needed for Metal, and additionally, OpenGL's sync
implementation was mock.
Updates #1508
2021-02-26 23:16:28 +09:00
Hajime Hoshi
a0a8d41ff6
uidriver/js: Force to update the screen when resizing
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Updates #1204
2021-01-18 01:17:58 +09:00
Hajime Hoshi
2ea360b921
Revert "driver: Increase gamepad buttons to 64"
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This reverts commit 62b199f9eb
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Reason: This seems my misunderstanding.
2020-12-29 02:49:58 +09:00
Hajime Hoshi
62b199f9eb
driver: Increase gamepad buttons to 64
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e.g. Nintendo Switch controller can have more than 32 buttons.
2020-12-27 21:56:08 +09:00
Hajime Hoshi
ed028110cf
ebiten: Allow rendering on a sub-image by scissor test
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Fixes #1255
2020-11-08 00:58:44 +09:00
Hajime Hoshi
a8f96ee9af
graphicsdriver/metal: Add Sync to sync CPU and GPU asynchronously
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Fixes #1414
2020-11-07 04:09:47 +09:00
Hajime Hoshi
1864c22ad6
uidriver/glfw: Reduce (*thread).Call at (*Input).update
2020-10-17 05:22:23 +09:00
Hajime Hoshi
770661c609
driver: Refactoring: Remove (UIContext).Draw
2020-10-15 01:27:50 +09:00
Hajime Hoshi
eed619ad0f
graphicsdriver/metal, graphicsdriver/opengl: Reland: Remove the thread usages for performance
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Instead, graphicscommand package has a thread.
Updates #1367
2020-10-13 02:46:31 +09:00
Hajime Hoshi
713eee1117
Revert "graphicsdriver/metal, graphicsdriver/opengl: Remove the thread usages for performance"
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This reverts commit 2942f10d9d
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Reason: Compile error on mobiles and runtime error on browsers
2020-10-13 02:12:02 +09:00
Hajime Hoshi
2942f10d9d
graphicsdriver/metal, graphicsdriver/opengl: Remove the thread usages for performance
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Instead, graphicscommand package has a thread.
Updates #1367
2020-10-13 01:50:54 +09:00
Hajime Hoshi
5ee3fdf628
ebiten: Add KeySuper
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Fixes #1382
2020-10-11 18:40:40 +09:00
Hajime Hoshi
b1c67c7661
ebiten: Introduce type TouchID
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Fixes #604
2020-10-10 03:57:47 +09:00
Hajime Hoshi
809b7a3afa
ebiten: Introduce type GamepadID
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Updates #604
2020-10-08 01:57:08 +09:00
Hajime Hoshi
448a863eb1
ebiten: Remove FilterDefault
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Fixes #503
2020-10-05 01:48:47 +09:00
Hajime Hoshi
2dadc6a7a9
ebiten: Make AddressUnsafe default
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Fixes #1228
2020-10-04 23:49:35 +09:00
Hajime Hoshi
bf515bb594
Update version to v2.0.0-alpha
2020-10-04 04:30:40 +09:00
Hajime Hoshi
77fa0cb9ef
ui: Add SetInitFocused
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Fixes #769
2020-08-23 02:19:09 +09:00
Hajime Hoshi
69f87d5fd1
ebiten: Add new shader builtin functions: image[N]TextureBoundAt
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Fixes #1287
2020-08-11 03:24:54 +09:00
Hajime Hoshi
36e9803cea
shader: Enable to get pixels from multiple images
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Updates #1193
2020-07-19 02:33:43 +09:00
nanoslayer
72babcd420
ebiten: Add CompositeModeMultiply ( #1251 )
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This change adds a new composite mode called `CompositeModeMultiply`,
which multiplies the source color with the destination color.
This is tested on Linux and Windows only.
Fixes #410
2020-07-18 21:37:17 +09:00
Hajime Hoshi
e0d5763a60
shader: Use the fixed number of images for shaders
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This changes uses arrays rather than slices in order to avoid heap
allocations.
Updates #1193
2020-07-18 18:27:47 +09:00
Hajime Hoshi
7f70797a6d
ebiten: Rename DrawTriaglesWithShaderOptions.Textures to Images
2020-07-15 03:49:05 +09:00
Hajime Hoshi
d217bc6033
ebiten: Sparate textures from uniforms at DrawTrianglesWithShader
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Updates #1193
Updates #1239
2020-07-09 01:59:21 +09:00
Hajime Hoshi
71c9e7ac40
driver: Add Region and sourceRegion parameter at Draw
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This is a preparation to remove source-region information from
vertices.
Updates #1210
2020-07-02 03:26:05 +09:00
Hajime Hoshi
2a63512c6e
driver: Add AddressUnsafe
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This skips the source-region check and reduces 'if' branches from
shader programs.
AddressUnsafe is internal only so far. We might expose this value
later.
Updates #1210
2020-06-25 01:00:38 +09:00
Hajime Hoshi
f80719ef9a
driver: Use slices for uniform variables instead of maps
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Fixes #1172
2020-05-26 23:50:11 +09:00
Hajime Hoshi
1a0d92267b
driver: Add shader API and implement it on OpenGL
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Updates #482
2020-05-23 22:09:12 +09:00
Hajime Hoshi
8fd377f1e3
driver: Add ImageID and use this
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This is a preparation to introduce shaders. Shader programs
require images as uniform variables, but the current way would make
API complex unnecessarily.
2020-05-20 00:11:08 +09:00
Hajime Hoshi
8029dc352a
driver: Use framebuffer's Y directions
2020-05-08 16:49:19 +09:00
Hajime Hoshi
33e850a6d4
driver: Bug fix: (Key).String might cause infinite loop
2020-04-22 00:32:35 +09:00
Hajime Hoshi
ea99743e0d
driver: Add (Key).String()
2020-04-21 22:43:53 +09:00
Hajime Hoshi
7b77164710
restorable: Ignore the error when restoring failed due to being not ready
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(driver.Graphics).BeginFrame tries to restore the images, but
the context might be lost at that time yet. If the attempt to
restore the context because the driver is not ready, return
silently.
Fixes #1133
2020-04-12 20:01:18 +09:00
Hajime Hoshi
8777140e91
driver: Simplify UIContext.Update
2020-04-03 00:18:27 +09:00
Hajime Hoshi
5ad9868d85
driver: Refactoring: Reorder functions
2020-04-01 21:28:00 +09:00
Hajime Hoshi
a718ddbf7e
driver: Add UIDriver.Draw
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This is a preparation for XNA.
Updates #1078
2020-04-01 02:55:50 +09:00
Hajime Hoshi
7b5fb0a0d0
ui: Bug fix: The window was not shown on the secondary monitor on launching
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This change changes the behavior of WindowPosition /
SetWindowPosition. The window position is now a relative position
and the origin position is the left-upper of the current monitor.
Fixes #1115
2020-03-28 19:51:47 +09:00
Hajime Hoshi
8fcee54849
mobile/ebitenmobileview: Implement Android gamepad buttons
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This is still work in progress.
Updates #1083
2020-03-23 01:30:17 +09:00
Hajime Hoshi
f317f3b5fd
ui: Add fuctions to maximize or minimize the window
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This change adds these functions:
* MaximizeWindow
* IsWindowMaximized
* MinimizeWIndow
* IsWindowMinimized
* RestoreWindow
Fixes #994
2020-03-21 22:13:58 +09:00
Hajime Hoshi
978ee26898
ui: Add function aliases *OnUnfocused for *InBackground
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Now a window can be floating with SetWindowFloating, the functions
that have suffix 'IsBackground' seems misleading. However, we
cannot rename them due to backward compatibility. Then, let's add
aliases and revisit them when updating the major version of Ebiten.
Fixes #1102
2020-03-21 00:42:00 +09:00
Hajime Hoshi
56358fd0c4
ui: Rename IsForeground -> IsFocused
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Updates #1102
2020-03-21 00:12:47 +09:00
Hajime Hoshi
4ef3b3e804
ui: Add SetWindowFloating / IsWindowFloating
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Fixes #880
2020-03-20 22:16:27 +09:00
Hajime Hoshi
d59aea1db1
driver: Remove the return value from RunWithoutMainLoop
2020-02-11 23:56:53 +09:00
Hajime Hoshi
c927d33457
mobile/ebitenmobileview: Use the common uiContext for layouting
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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
099ce1b3b4
Revert "ui: Add SetInitFocused"
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This reverts commit bb04fc8a29
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Reason: glfw.Focused / glfw.FocusOnShow did not work
Updates #769
2020-02-10 01:10:40 +09:00