Commit Graph

4559 Commits

Author SHA1 Message Date
Hajime Hoshi
2fbef2106d internal/ui: refactoring
Updates #2781
2023-09-30 00:11:15 +09:00
Hajime Hoshi
03d6811a65 internal/ui: bug fix: initialMonitorByOS could return nil on macOS
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
Updates #2794
2023-09-29 12:54:41 +09:00
Hajime Hoshi
0bcee31a6f internal/ui: bug fix: wrong monitor initialization on macOS
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)
Closes #2790
2023-09-28 14:29:55 +09:00
Hajime Hoshi
94bf6a4cc1 internal/shaderir: performance optimization by reducing slices 2023-09-28 01:56:51 +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
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
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
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
b95228a8a6 all: rename arguments in Kage
Closes #2767
2023-09-24 16:46:36 +09:00
Hajime Hoshi
915ed48f7a internal/graphicsdriver/metal/mtl: bug fix: fail to resolve Metal.framework path with Xcode 15
Updates #2732
Closes #2784
2023-09-24 16:15:54 +09:00
Hajime Hoshi
c7d1d28582 internal/ui: move impls for device scale to internal/ui for desktops
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
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
b243dc0649 internal/devicescale: bug fix: this package cannot be compiled with GOOS=js 2023-09-24 03:35:54 +09:00
Hajime Hoshi
506a1de259 internal/ui: refactoring: move device-scale implementation to internal/ui for browsers
The returned value from internal/devicescale.At never changes for
browsers, so the detection of devicePixelRatio updates didn't work
in the first place. Also, there is not a good way to detect the
change [1].

This change moves the logic from internal/devicescale to internal/ui.
We aim to merge these packages as a device scale factor belongs to
a monitor and internal/ui manages monitors.

[1] https://crbug.com/123694
2023-09-24 03:19:31 +09:00
Hajime Hoshi
5d5e3c7c0b internal/ui: refactoring: replace *glfw.Monitor with *Monitor 2023-09-24 02:39:53 +09:00
Hajime Hoshi
f72b8a4ced internal/ui: refactoring: remove redundant Monitor members 2023-09-24 01:58:07 +09:00
Hajime Hoshi
121d6005cd internal/ui: remove (*Monitor).Bounds
Updates #2780
2023-09-24 01:46:14 +09:00
Hajime Hoshi
01e2c92e56 internal/ui: remove unnecessary code
This was an old code when Ebitengine created a dummy invisible
window before creating the main window.
2023-09-24 01:42:39 +09:00
Hajime Hoshi
69e3a2b974 internal/ui: refactoring: (*monitors).update must be called from the main thread
In the current implementation, (*monitors).update is not called
from other threads, but the current code is fragile.
2023-09-24 01:37:11 +09:00
Hajime Hoshi
7664647ad1 internal/ui: bug fix: needed to wait before entering into fullscreen
Just after moving a window to another monitor, waiting a little while
was required before entering into fullscreen.

Closes #2778
2023-09-23 19:02:36 +09:00
Hajime Hoshi
4ef98b3ea9 internal/ui: bug fix: wrong calculation of the initial window position
Updates #2778
2023-09-23 18:51:58 +09:00
Hajime Hoshi
b3058b68a0 ebiten: change the unit of (*Monitor).Bounds
Monitors can have different device scale factors, and in this case,
it doesn't make sense to use device-independent pixels as unit for
monitor positions and sizes.

Updates #2778
2023-09-23 17:58:23 +09:00
Hajime Hoshi
d736a8cff7 internal/ui: bug fix: GetVideoMode must not be called from othere threads
Now setInitMonitor can be called from any other threads than the main
thread. Do not call this.

This change fixes the issue by using *Monitor instead of *glfw.Monitor.
2023-09-23 17:30:18 +09:00
Hajime Hoshi
e0cd031aea internal/ui: bug fix: replace initWindowMonitor usages with initMonitor
There were two similar member variables internalWindowMonitor and
initMonitor, and when SetMonitor is called, probably there were
some inconsitency between them.

This change fixes the issue by not using initWindowMonitor.

Closes #2779
2023-09-23 17:17:38 +09:00
Hajime Hoshi
2702c6b228 internal/processtest: suppress issue2475 test for Windows
The result seems flaky unfortunately.
2023-09-23 00:18:41 +09:00
Hajime Hoshi
0e27a8a30b internal/shader: bug fix: spaces around a compiler directive should be allowed
Closes #2771
2023-09-22 01:45:11 +09:00
Hajime Hoshi
2f835a0ee2 internal/graphics: fix wrong comments 2023-09-21 01:59:20 +09:00
Hajime Hoshi
20ef839e03 all: rename arguments in Fragment
Updates #2767
2023-09-21 01:35:57 +09:00
Hajime Hoshi
2c8a2a584f internal/gamepaddb: update the database
This adopts the commit e72ff9cb76

Closes #2766
2023-09-18 21:20:10 +09:00
Hajime Hoshi
0dcfa5f54b Revert "internal/gamepaddb: update the database"
This reverts commit 4375fffcbe.

Reason: test failures
2023-09-18 19:23:45 +09:00
Hajime Hoshi
4375fffcbe internal/gamepaddb: update the database
This adopts the commit 8adb15e0a2
2023-09-18 19:07:01 +09:00
Hajime Hoshi
14f2ee198e ebiten: add SetWindowMousePassthrough and IsWindowMousePassthrough
Closes #2511
2023-09-18 18:31:22 +09:00
Hajime Hoshi
c8d38f7f25 internal/glfw, interna/cglfw, internal/goglfw: add MousePassthrough
Work in progress

Updates #2511
2023-09-18 18:31:22 +09:00
Hajime Hoshi
777c575638 internal/goglfw: typo
Fortunately, this function is actually not called.
2023-09-18 18:30:43 +09:00
Hajime Hoshi
6f41a05264 Revert "internal/graphicsdriver/directx: remove tearing"
This reverts commit 78d3e4273b.

Reason: tearing is potentially risky but needed for maximizing FPS.
Also, tearing is officially recommended by Microsoft (see [1])

Closes #2697

[1] https://github.com/microsoft/DirectX-Graphics-Samples/blob/master/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingHelloWorld/DeviceResources.cpp#L520
2023-09-18 03:30:34 +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
07d2706e63 internal/processtest: bug fix: allow some numerical errors for cursor positions
Updates #2475
2023-09-17 19:58:30 +09:00
Hajime Hoshi
fd689467c5 internal/processtest: add a test for capturing cursor and fullscreen
Updates #2475
2023-09-17 19:41:56 +09:00
Hajime Hoshi
02fd8cfb07 internal/ui: bug fix: preserve a captured cursor positions for toggling fullscreening for browsers
Closes #2475
2023-09-17 18:38:00 +09:00
Hajime Hoshi
a5aa721bda internal/ui: update mouse and touch cursors after the layout is determined on browsers
Updates #2763
2023-09-17 16:30:47 +09:00
Hajime Hoshi
6ab509f221 internal/ui: reland: bug fix: preserve cursor positions for toggling fullscreening for desktops
Updates #2475
2023-09-17 15:54:39 +09:00