Hajime Hoshi
d0115f61ae
graphicsdriver/monogame: Bug fix: Wrong viewport values
2020-04-11 18:56:50 +09:00
Hajime Hoshi
3437f35444
graphicscommand: Fix debug messages
2020-04-08 13:48:22 +09:00
Hajime Hoshi
f0c2c0e8e9
monogame: Set viewports
...
Updates #1078
2020-04-06 02:36:15 +09:00
Hajime Hoshi
7f64043ba5
monogame: Implement drawing screens
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Updates #1078
2020-04-06 01:51:06 +09:00
Hajime Hoshi
7dd9150b86
monogame: Implement Draw temporarily
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Updates #1078
2020-04-06 00:13:08 +09:00
Hajime Hoshi
44088cf14e
monogame: Implement SetVertices
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Updates #1078
2020-04-05 23:26:45 +09:00
Hajime Hoshi
08ac91fb50
monogame: Refactoring
2020-04-05 20:00:53 +09:00
Hajime Hoshi
3a5f0a7a95
graphicsdriver/monogame: Implement some functions
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Updates #1078
2020-04-05 17:36:26 +09:00
Hajime Hoshi
fa90e48eec
graphicscommand: Show the number of indices when dumping the command
2020-04-05 14:38:54 +09:00
Hajime Hoshi
57a5783ca0
graphicsdriver/monogame: Implement ReplacePixels
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Updates #1078
2020-04-05 04:44:48 +09:00
Hajime Hoshi
8809076682
graphicsdriver/monogame: Create a RenderTarget2D for an image
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Updates #1078
2020-04-04 22:59:55 +09:00
Hajime Hoshi
6236ba1f00
Add internal/monogame
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Updates #1078
2020-04-04 22:59:13 +09:00
Hajime Hoshi
eabe4152a7
graphicsdriver/opengl: Rename Driver -> Graphics
2020-04-04 17:23:38 +09:00
Hajime Hoshi
01d1afa25c
graphicsdriver/metal: Rename Driver -> Graphics
2020-04-04 17:12:24 +09:00
Hajime Hoshi
6cbf37e855
Add graphicsdriver/monogame
2020-04-04 17:03:45 +09:00
Hajime Hoshi
8777140e91
driver: Simplify UIContext.Update
2020-04-03 00:18:27 +09:00
Hajime Hoshi
9b0d95cfcf
clock: Integrate now.go and now_js.go
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The monotonic timer already uses performance.now, then we don't
have to have the original code.
2020-04-02 01:52:00 +09:00
Hajime Hoshi
4179e6c122
Introduce 'monogame' build tag experimentally
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Updates #1078
2020-04-01 23:42:17 +09:00
Hajime Hoshi
5ad9868d85
driver: Refactoring: Reorder functions
2020-04-01 21:28:00 +09:00
Hajime Hoshi
ab94cebd02
buffered: Use RunGame for tests
2020-04-01 18:32:14 +09:00
Hajime Hoshi
16280e9a5a
testing: Use RunGame
2020-04-01 18:21:35 +09:00
Hajime Hoshi
47d5c3b5e1
Add testing package
2020-04-01 18:10:48 +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
ef5e917feb
shareable: Remove old comments
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This was introduced at cbf36734f8
,
but the situation was changed at 9d867850dc
2020-04-01 00:58:33 +09:00
Hajime Hoshi
7ac6b0bfa3
Update dependencies
2020-03-31 03:32:38 +09:00
Hajime Hoshi
9a14d2fb14
thread: Fix comments
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Fixes #1121
2020-03-29 16:27:12 +09:00
Hajime Hoshi
41d07706ae
Revert "thread: Close channels"
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This reverts commit 00e78c1eae
.
Reason: (*Thread).Loop can be called multiple times on iOS.
Fixes #1121
2020-03-29 16:25:42 +09:00
Hajime Hoshi
b09fe7157b
uidriver/glfw: Update comments
2020-03-29 01:33:23 +09:00
Hajime Hoshi
e3def4ae50
uidriver/glfw: Update comments
2020-03-29 01:12:53 +09:00
Hajime Hoshi
9d5c35f029
uidriver/glfw: Bug fix: Initilizing the window position and the size in this order on Windows
...
It looks like the order is different on Windows from Linux. We
are not sure why.
Updates #1118
2020-03-29 00:50:19 +09:00
Hajime Hoshi
b7ab3d2df4
uidriver/glfw: Avoid using the window position before initializing
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Especially in the initial phase before calling Run/RunGame, the
window position is not reliable and then getting the device scale
factor does not make sense based on the window position. Avoid
using the window position, and instead use the glfw.Monitor in
this situation.
2020-03-29 00:09:08 +09:00
Hajime Hoshi
14200eb42c
uidriver/glfw: Add comments
2020-03-29 00:02:33 +09:00
Hajime Hoshi
8480f888dd
Revert "uidriver/glfw: Bug fix: Do not use the window position for monitors"
...
Revert "uidriver/glfw: Bug fix: compile error on Linux"
This reverts commit 0a5126f776
.
This reverts commit 3e244d7a7c
.
Reason: GetMonitor is available only on fullscreen mode
2020-03-28 23:56:03 +09:00
Hajime Hoshi
e628350d4e
uidriver/glfw: Bug fix: Initializing order mattered
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Especially on Linux, the window size and the window position must
be initialized in this order.
Fixes #1118
2020-03-28 23:37:21 +09:00
Hajime Hoshi
34acf788d2
uidriver/glfw: Bug fix: Call Maximize explictly instead of the hint
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Fixes #1117
2020-03-28 22:34:01 +09:00
Hajime Hoshi
4fe5acd711
ui: Panic on MaximizeWindow when the window is not resizable
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On Windows, the window could be maximized even when the window was
not resizable. This behavior is confusing. Forbid it so that the
behavior will be clearer.
2020-03-28 22:08:48 +09:00
Hajime Hoshi
3e244d7a7c
uidriver/glfw: Bug fix: compile error on Linux
2020-03-28 21:29:24 +09:00
Hajime Hoshi
8cca713d74
uidriver/glfw: Bug fix: adjustWindowPosition should consider the monitor position
2020-03-28 21:26:57 +09:00
Hajime Hoshi
0a5126f776
uidriver/glfw: Bug fix: Do not use the window position for monitors
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Especially in the initial phase before calling Run/RunGame, the
window position is not reliable and then getting the device scale
factor does not make sense based on the window position. Avoid
using the window position, and instead use the glfw.Monitor.
2020-03-28 21:13:30 +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
5e4e76d75c
devicescale: Fix comments
2020-03-28 16:31:38 +09:00
Hajime Hoshi
d16477617e
devicescale: Bug fix: Wrong calculation to convert Y
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Updates #807
Fixes #1113
2020-03-28 16:27:58 +09:00
Hajime Hoshi
4ec49dd4cf
mobile/ebitenmobileview: Implement Android gamepad axes
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Updates #1083
2020-03-25 01:15:43 +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
63caca720b
ui: Bug fix: Compile error on Windows
2020-03-21 22:16:23 +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
c36d4678a3
mipmap: Bug fix: DrawTriangles with a scale-only color matrix should be optimized
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Fixes #1101
2020-03-17 02:48:29 +09:00
Hajime Hoshi
6bc62b8f17
uidriver/glfw: Update comments
2020-03-15 15:42:05 +09:00
Hajime Hoshi
b4a9538e1d
graphicsdriver/opengl/gl: Remove a misspelled unused const
2020-02-26 12:06:47 +09:00
Hajime Hoshi
5040b3bcfc
thread: Add comments
2020-02-24 01:54:52 +09:00
Hajime Hoshi
00e78c1eae
thread: Close channels
2020-02-24 01:50:23 +09:00
Hajime Hoshi
c166fe8eea
Update GLFW to v3.3.2
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Fixes #1086
2020-02-23 03:10:38 +09:00
Hajime Hoshi
3af869732c
uidriver/mobile: Implement InputChars for gomobile-build
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This change also fixes InputChars to return only printable Unicode
chars on Android.
Updates #237
2020-02-23 01:01:40 +09:00
Hajime Hoshi
de52eb75e4
mobile/ebitenmobileview: Implement InputChars on Android / ebitenmobile
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Updates #237
2020-02-23 00:51:49 +09:00
Hajime Hoshi
a208a026f6
uidriver/mobile: Implement keyboard key inputs for gomobile-build
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Updates #237
2020-02-22 23:57:16 +09:00
corfe83
b3c567de89
Fix another ~300 allocations per frame in my test project ( #1089 )
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This simple change brings my simple test project from 752 allocations per frame to 474 allocations per frame. It seems a shame that go's escape analysis is not smart enough to leave this variable on the stack.
GeoM is a 24-byte struct and there is a slight perf difference that we are storing it in stack, but also copying it around with this change (instead of an 8-byte pointer). This could make things faster (due to stack / CPU cache) or slower (due to copying more memory) - when I try a stress test (drawing 100K images per frame), I can't see any actual performance difference (but I do see 100K fewer allocations, and GC is no longer running almost all the time).
2020-02-22 13:40:17 +09:00
corfe83
a18cddb39f
Reduce heap allocations in thread.go and input.go ( #1085 )
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I've been doing some profiling of a very simple ebiten project, and noticed that thread.go was doing a bunch of unnecessary allocations to accomplish its work. This change seeks to reduce GC work.
Input.go was also doing some unnecessary allocations.
The thread.go change reduces the total number of allocations per frame from 1342 to 852 (~36% reduction). The input.go change reduces it further to 752 (~44% total reduction). Perf tests were done on windows.
2020-02-21 09:59:45 +09:00
Hajime Hoshi
5b7151595b
mobile/ebitenmobileview: Handle keyboard keys on Android (ebitenmobile)
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Updates #237
2020-02-20 01:53:51 +09:00
Hajime Hoshi
682f454fc2
input: Refactoring: Rename variables
2020-02-19 10:52:58 +09:00
Hajime Hoshi
875a529708
graphics: Allow ReplacePixels on a sub-image
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Fixes #980
2020-02-16 22:18:07 +09:00
Hajime Hoshi
d9bd7ab07d
buffered: Remove (*Image).Set
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This is a preparation for ReplacePixels of a sub-image.
Updates #980
2020-02-16 21:45:28 +09:00
Hajime Hoshi
733c1b649a
buffered: Bug fix: Copying pixels failed for the delayed commands
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Fixes #1082
2020-02-16 20:16:04 +09:00
Hajime Hoshi
911b36ed98
buffered: Refactoring
2020-02-16 20:03:04 +09:00
Hajime Hoshi
405ae99b32
buffered: Refactoring: Flush delayed functions without the lock
2020-02-16 19:53:17 +09:00
Hajime Hoshi
ff8689cfcd
buffered: Bug fix: Set and some functions before the main loop caused wrong results
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invalidatePendingPixels was not called properly.
Fixes #1081
2020-02-16 19:06:48 +09:00
corfe83
61c2d7cfe8
Simple optimization in IsKeyPressed ( #1080 )
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Simple optimization on IsKeyPressed to avoid iterating through whole map of possible keys.
2020-02-16 02:02:05 +09:00
Hajime Hoshi
883b25f257
uidriver/mobile: Refactoring
2020-02-12 00:36:34 +09:00
Hajime Hoshi
d59aea1db1
driver: Remove the return value from RunWithoutMainLoop
2020-02-11 23:56:53 +09:00
Hajime Hoshi
aef4b4ba53
uidriver/mobile: Refactoring: Give a default outside size
2020-02-11 23:29:52 +09:00
Hajime Hoshi
9298b044e3
graphicsdriver/metal: Bug fix: avoid using mtl.LoadActionDontCare
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Fixes #1019
2020-02-11 20:29:03 +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
a303487328
uidriver/mobile: Add comments
2020-02-11 14:45:50 +09:00
Hajime Hoshi
099ce1b3b4
Revert "ui: Add SetInitFocused"
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This reverts commit bb04fc8a29
.
Reason: glfw.Focused / glfw.FocusOnShow did not work
Updates #769
2020-02-10 01:10:40 +09:00
Hajime Hoshi
bb04fc8a29
ui: Add SetInitFocused
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Updates #769
2020-02-09 23:45:59 +09:00
Hajime Hoshi
6250dd9f9b
buffered: Bug fix: ebiten.Run must be called from the main thread
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Updates #1027
2020-02-09 04:53:26 +09:00
Hajime Hoshi
32471af18f
uidriver/js: Ensure that the checking-audio loop is finished when the game is finished
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After the game loop is finished, any goroutines should not exist.
Otherwise, 'Go program has already exited' error can happen on
Wasm.
This change ensures that the goroutines are finished when the game
is finished. Note that time.Sleep was required to ensure that the
(*time.Ticker) ends.
Fixes #1027
2020-02-09 03:39:08 +09:00
Hajime Hoshi
4159c500bd
buffered: Refactoring: Use defer
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defer's performance will be much better as of Go 1.14.
https://tip.golang.org/doc/go1.14#runtime
2020-02-08 20:58:28 +09:00
Hajime Hoshi
46601bb516
graphics: Fill the screenshot in black when the screen is not transparent
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Fixes #997
2020-02-06 03:08:16 +09:00
Hajime Hoshi
d6d17a7e85
uidriver/js: Implement GamepadSDLID
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Fixes #1053
2020-02-05 00:00:00 +09:00
Hajime Hoshi
802693fa20
uidriver/mobile: Implement IsForeground
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This adds hooks on resuming/suspending the application, and
switches the foreground state there. This change also updates
the logic to suspend the game loop to be clearer.
Fixes #1037
2020-01-23 02:08:31 +09:00
Hajime Hoshi
38f49c3768
uidriver/js: Implement IsForeground
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Updates #1037
2020-01-21 23:56:57 +09:00
Hajime Hoshi
59431e1cad
graphicsdriver/opengl: Leave comments why we don't use PBO on Android
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Unfotunately, PBO might slow Android applications expecially when
coming back from context lost. Ebiten sends a lot of draw calls to
replace pixels in such case.
Until we find a good solution, let's not use PBO on Android.
Fixes #988
2020-01-19 17:02:34 +09:00
Hajime Hoshi
b3bdf51905
graphicscommand: Return the error immediately ( #1060 )
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Now grpahicscommand saves the error and shows the error after a
while. This was good to simplify the API but was the cause to hide
some issues.
This change fixes all the errors to be returned immediately, and
buffer this in the ebiten package instead.
Fixes #971
2020-01-19 01:18:56 +09:00
Hajime Hoshi
5c285de3db
uidriver/mobile: Prevent non-mobile environments from compiling
2020-01-18 21:15:56 +09:00
Hajime Hoshi
2b9cd5aed6
uidriver/mobile: Bug fix: Compile error
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TravisCI doesn't compile for mobiles, so we missed this error.
Updates #1037
2020-01-18 17:39:36 +09:00
Zachary Burkett
6686044452
ui: Add IsForeground API to glfw driver ( #1058 )
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Updates #1037
2020-01-16 10:47:23 +09:00
Hajime Hoshi
6eb05a0203
graphicsdriver/opengl: Enable to compile with gldebug
2020-01-13 18:55:30 +09:00
Hajime Hoshi
e797aed6c9
uidriver/glfw: Refactoring
2020-01-13 18:23:18 +09:00
Hajime Hoshi
c1adf60e69
uidriver/glfw: Rename files
2020-01-13 18:15:39 +09:00
Hajime Hoshi
b4819c4523
input: Rename GamepadGUID -> GamepadSDLID ( #1049 )
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Gamepad GUID is a SDL specific notion and, strictly speaking,
they are not GUID (UUID) since they don't follow UUID's
specifications.
Renaming the function makes the situation clearer.
Updates #1048
2020-01-11 15:50:37 +09:00
Hajime Hoshi
68d58d7452
buffered: Refactoring
2020-01-11 03:11:56 +09:00
Hajime Hoshi
52a5ed0ad4
buffered: Add tests for #1050
2020-01-11 02:45:46 +09:00
hiroebe
27404b7ae3
buffered: Fix delayed DrawImage() ( #1050 )
2020-01-10 23:58:22 +09:00
Jake Bentvelzen
c17946bb82
ui: Add GamepadGUID and GamepadName functions ( #1035 )
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Fixes #1034
2020-01-09 22:11:32 +09:00
hiroebe
6ee587301c
Fix multiple close for channel ( #1047 )
2020-01-08 12:50:57 +09:00
Hajime Hoshi
2cbd5aa16e
mipmap: Remove unused members
2020-01-08 02:32:28 +09:00
Hajime Hoshi
4c8137ccf5
mipmap: Bug fix: Use more negative mipmaps when float precision is low
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Fixes #1044
2020-01-08 02:06:36 +09:00