Commit Graph

1001 Commits

Author SHA1 Message Date
Hajime Hoshi
6736bb56ec internal/ui: make a separate package to hide a console
Updates #2896
2024-01-28 22:42:58 +09:00
Hajime Hoshi
373e61d054 internal/ui: call hideConsole at init 2024-01-28 22:05:47 +09:00
Hajime Hoshi
11394d246f internal/ui: bug fix: check the error of TimeBeginPeriod 2024-01-28 14:25:17 +09:00
Hajime Hoshi
7e4cdf5211 internal/ui: use a more precise timer for Windows
When SetScreenClearedEveryFalse(false) and SetVsyncEnabled(false),
Draw might not be called as often as expected on Windows due to its
timer precision. This change improves the situation.

Updates #2889
2024-01-28 14:15:20 +09:00
Hajime Hoshi
8551cd350f internal/ui: bug fix: need to sleep when swapping buffers is skipped
Closes #2890
2024-01-24 12:20:30 +09:00
Hajime Hoshi
7b3eae3dcb internal/ui: reland: move dotsBuffer from internal/ui.Image to internal/buffered.Image
This is a reland of fb426cd0dd.

This is a refactoring as 'caching' things should be in internal/buffered,
but also this is a performance optimization to make pixels and dotsBuffer
work well together.
2024-01-16 12:45:43 +09:00
Hajime Hoshi
b2759b66f9 Revert "internal/ui: move dotsBuffer from internal/ui.Image to internal/buffered.Image"
This reverts commit fb426cd0dd.

Reason: processtest (TestPrograms/issue2089) failed (flaky)
2024-01-16 02:56:24 +09:00
Hajime Hoshi
fb426cd0dd internal/ui: move dotsBuffer from internal/ui.Image to internal/buffered.Image
This is a refactoring as 'caching' things should be in internal/buffered,
but also this is a performance optimization to make pixels and dotsBuffer
work well together.
2024-01-16 02:08:41 +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
theinternetftw
5774cf808f
internal/ui: show window after first draw on glfw (#2875)
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
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
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
Updates #2714
2023-12-20 02:47:19 +09:00
Hajime Hoshi
f6f0cf05e6 internal/ui: refactoring: move updateVsyncOnRenderThread to the OpenGL driver
Updates #2714
2023-12-20 02:38:20 +09:00
Hajime Hoshi
6fd18150d8 internal/graphicsdriver/opengl: move egl to the package opengl
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
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
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
Closes #2830
2023-11-05 00:01:44 +09:00
Hajime Hoshi
4e93efa5ac internal/graphicsdriver: reland: add FillRule and replace boolean values with this
Updates #2782
2023-11-04 19:09:50 +09:00
Hajime Hoshi
f695df5924 Revert "internal/graphicsdriver: add FillRule and replace boolean values with this"
This reverts commit 38cf964a3b.

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
Updates #2782
2023-11-04 18:57:31 +09:00
Hajime Hoshi
1f95c98969 internal/graphics: reland: change the definition of MaxVerticesCount
Updates #2612
2023-11-04 16:02:22 +09:00
Hajime Hoshi
3a632be0c7 Revert "internal/graphics: change the definition of MaxVerticesCount"
This reverts commit 3047ad202a.

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
Updates #2612
2023-11-04 14:38:34 +09:00
Hajime Hoshi
f2544a1bd9 internal/graphicsdriver: use []uint32 instead of []uint16 for indices
Updates #2612
2023-11-04 04:39:17 +09:00
Hajime Hoshi
c01ceeaa6a ebiten: replace (*Image).Dispose with Deallocate
Closes #2808
2023-11-03 17:45:39 +09:00
Hajime Hoshi
bdd8916bb1 ebiten: replace (*ebiten.Shader).Dispose with Deallocate
Updates #2808
2023-11-03 16:25:18 +09:00
Hajime Hoshi
5da80ef3a7 internal/graphicsdriver: add playstation5
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
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
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
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"
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
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
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
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