Hajime Hoshi
35e29a29e7
internal/ui: bug fix: wrong property names were specified
...
Closes #2975
2024-04-30 23:32:54 +09:00
Hajime Hoshi
0af5b41d48
internal/atlas: refactoring
2024-04-29 23:34:37 +09:00
Hajime Hoshi
bb799da51f
internal/ui: use atomic.Int32 instead of atomic.Store/LoadInt32
...
Updates #2422
2024-04-29 21:53:43 +09:00
Hajime Hoshi
59fb259181
internal/graphicsdriver/gl: use PureGo for Linux and UNIX
...
Updates #2284
2024-04-29 21:25:15 +09:00
Hajime Hoshi
f34932151d
all: use atomic.Bool instead of atomic.Store/LoadUint32
...
Updates #2422
2024-04-29 21:16:01 +09:00
Hajime Hoshi
c390f0a9fa
internal/shader: bug fix: treat a built-in function as an invalid argument
...
Closes #2965
2024-04-29 16:44:33 +09:00
Hajime Hoshi
bc9e9d8562
ebiten: move the builtin shader to internal/builtinshader
...
Updates #2861
2024-04-20 21:23:37 +09:00
Hajime Hoshi
21a906bc82
internal/gamepaddb: refactoring: GLFW gamepads are requried only for Windows
...
Updates #2964
2024-04-18 14:25:47 +09:00
Hajime Hoshi
c7eb7371f4
internal/gamepad: refactoring
2024-04-18 13:39:29 +09:00
Hajime Hoshi
c74e7fa943
internal/gamepaddb: bug fix: platform was not initialized correctly
...
After 6552ae1dbe
, the order of the init
function calls changed, and then the platform was not initialized
correctly.
This change fixes this issue by not relying on an init function to
get the platform.
Closes #2964
2024-04-18 13:28:53 +09:00
Hajime Hoshi
9cd7b34a77
internal/glfw: reorder constants
2024-04-14 17:30:21 +09:00
Hajime Hoshi
6df42f1a4b
internal/glfw: bug fix: disabling cursor doesn't work well on remote desktop
...
This change applies the bug fix at glfw/glfw#1276
Updates #2961
2024-04-14 16:43:39 +09:00
Hajime Hoshi
86e0bcc264
internal/glfw: bug fix: limit the DWM swap interval to Vista and 7
...
This change applies the bug fix at glfw/glfw#1072.
Updates #2961
2024-04-14 15:35:00 +09:00
Hajime Hoshi
d5f15f9354
internal/glfw: bug fix: posting an empty event from different goroutine fails
...
This change applies the bug fix at glfw/glfw#1649
After this change, an Ebitengine application always shows the menu
bar, but this should be fine for Ebitengine applications.
2024-04-14 14:44:42 +09:00
Hajime Hoshi
6ff9e2b44c
internal/glfw: bug fix: too early event emitting
...
This change applies the bug fix at glfw/glfw#2046 .
2024-04-14 14:30:06 +09:00
Hajime Hoshi
4dfb3d2fc1
internal/glfw, internal/gamepad: update GLFW to v3.3.10
...
Closes #2960
2024-04-14 14:11:45 +09:00
Hajime Hoshi
4647e9de53
internal/glfw, internal/gamepad: update GLFW to v3.3.9
...
Updates #2960
2024-04-14 01:14:22 +09:00
Hajime Hoshi
4a964da0aa
internal/shaderir: fix type mismatches
2024-04-12 23:42:06 +09:00
Hajime Hoshi
3cf3b27729
internal/graphicsdriver/opengl: refactoring: rename variables
...
A framebuffer's width and height are unclear. Rename them to
viewportWidth and viewportHeight.
2024-04-10 23:38:25 +09:00
lvyaoting
f6927232f2
all: fix function names in comment ( #2957 )
...
Signed-off-by: lvyaoting <lvyaoting@outlook.com>
2024-04-08 14:27:27 +09:00
Hajime Hoshi
9c070eb2f3
Revert "internal/graphicsdriver/gl: use PureGo for Linux and UNIX"
...
This reverts commit 5701206229
.
Reason: error on Android:
```
/Users/runner/go/pkg/mod/github.com/ebitengine/purego@v0.8.0-alpha.0.20240404024320-d0aedd0f4393/func.go:301:4: too few values in struct literal of type syscall15Args
```
https://github.com/hajimehoshi/ebiten/actions/runs/8582651053/job/23521003819
2024-04-07 03:00:13 +09:00
Hajime Hoshi
9dc103491a
internal/ui: bug fix: a window was shown unexpectedly at start-up
...
Closes #2951
2024-04-07 02:55:48 +09:00
Hajime Hoshi
5701206229
internal/graphicsdriver/gl: use PureGo for Linux and UNIX
...
Updates #2284
2024-04-07 02:08:40 +09:00
Hajime Hoshi
d6f7b50387
internal/ui: bug fix: setting a size failed for an invisible window
...
Updates #2725
Closes #2951
2024-04-06 22:26:01 +09:00
Hajime Hoshi
caecd81f4e
Revert "internal/graphicsdriver/directx: add 'tearing' for EBITENGINE_DIRECTX"
...
This reverts commit b6252a41f2
.
Reason: We need more investigation about tearing and vsync=off
Updates #2858
2024-03-30 20:08:06 +09:00
Hajime Hoshi
24238e16af
internal/gamepaddb: refactoring
...
Updates #2936
2024-03-29 13:25:30 +09:00
Kenny
941c97eba2
internal/gamepaddb: generate respective controller dbs for each platform ( #2943 )
...
Replace singular embedded controller database file with separate generated
files for each supported platform. The controller database file is some
~500KB, so this change should reduce the overall binary size per
platform.
Closes #2936
2024-03-29 13:17:16 +09:00
Hajime Hoshi
fd2c79398e
Revert "internal/atlas: refactoring: ensure ReadPixels to be processed in a frame"
...
This reverts commit 55702a7c28
.
Reason: This didn't work with the single-thread mode.
Updates #1704
Closes #2939
2024-03-26 13:10:00 +09:00
Hajime Hoshi
459ad709a6
internal/gamepaddb: omit the database for consoles
...
Updates #2936
2024-03-25 03:08:19 +09:00
Hajime Hoshi
04c4676b7c
internal/png: update with Go 1.22
2024-03-24 20:36:31 +09:00
Hajime Hoshi
6552ae1dbe
internal/gamepaddb: do not include the database for browsers
...
This reduces Wasm binary size by 525kb.
2024-03-24 20:16:11 +09:00
Hajime Hoshi
dc8baf96f9
internal/gamepaddb: update the database
2024-03-24 19:18:49 +09:00
Hajime Hoshi
d04d6271d0
internal/ui: bug fix: reset some input states on blur events on browsers
...
Closes #2874
2024-03-24 16:03:17 +09:00
Hajime Hoshi
f4029aaa77
ebiten: add (*Monitor).Size() to replace ScreenSizeInFullscreen()
...
Also, this change fixes redundant checks the case when a monitor
does not exist. Now Ebitengine checks a monitor existence at the
initialization.
Closes #2145
Closes #2795
2024-03-23 23:32:43 +09:00
Hajime Hoshi
b6252a41f2
internal/graphicsdriver/directx: add 'tearing' for EBITENGINE_DIRECTX
...
Now tearing happens only when 'tearing' is specified and vsync is off.
Closes #2858
2024-03-23 17:53:13 +09:00
Hajime Hoshi
ea6fce45ff
internal/shader: bug fix: crash on assignment mismatches
2024-03-23 15:30:49 +09:00
Hajime Hoshi
66667fe877
internal/shader: bug fix: test failures
...
Updates #2934
2024-03-23 15:15:33 +09:00
Hajime Hoshi
7842942b24
internal/shader: bug fix: need to covert constant type correctly for assignments
...
Closes #2934
2024-03-23 15:08:34 +09:00
Hajime Hoshi
e7bb66bb2f
internal/shader: bug fix: ++/-- statements didn't work for vec2 on browsers
...
Closes #2933
2024-03-22 23:15:33 +09:00
Mykhailo Lohachov
1586c6764a
internal/shaderir: Kage update support for shift operators ( #2916 )
...
Closes #2755
2024-03-22 18:14:03 +09:00
Hajime Hoshi
b7dd45c0e4
internal/gamepad: ignore the very first MotionEvent with 0 value for Android
...
On Android, MotionEvent with 0 values might come for axes when connecting
a gamepad, even though a user didn't touch any axes. This is problematic
especially for tirgger axes, where the default value should be -1.
This change fixes the issue by adding a new state `axesReady` to check
if an axis is really touched or not. If an axis is not touched yet,
a button value for a standard (trigger) button always returns 0.
This change also removes an old hack to initialize axis values for
triggers.
Closes #2598
2024-03-21 22:28:48 +09:00
Hajime Hoshi
9faa3f4601
internal/gamepaddb: refactoring
2024-03-16 17:57:52 +09:00
Hajime Hoshi
696938987d
internal/gamepad: use locks for consistency
...
Perhaps Gamepad's m might not be needed, but let's use the lock for
consistency for the current situation.
2024-03-16 16:31:49 +09:00
Hajime Hoshi
209dc50f72
internal/gamepaddb: refactoring
2024-03-16 15:37:42 +09:00
Hajime Hoshi
047858aa59
internal/gamepaddb: rename functions
2024-03-16 15:16:29 +09:00
Hajime Hoshi
bb6430d3ba
internal/shader: bug fix: unexpected crash for out of range
...
Closes #2926
2024-03-13 11:37:00 +09:00
Hajime Hoshi
7389f9ddb2
ebiten: add KeyIntlBackslash
...
Updates #2921
2024-03-12 12:49:02 +09:00
Hajime Hoshi
63e97c7064
internal/shader: bug fix: needed to resolve const and non-const types
...
Closes #2922
2024-03-10 19:49:19 +09:00
Hajime Hoshi
c9a973c6c1
internal/ui: bug fix: needed to focus the window at launch
...
Updates #2725
Closes #2924
2024-03-10 12:44:28 +09:00
Hajime Hoshi
9a7dcb1077
internal/shader: bug fix: failed to return an array in HLSL
...
Closes #2923
2024-03-10 11:59:50 +09:00
Hajime Hoshi
927e025982
internal/shader: bug fix: wrong type conversion for min, max, and clamp
...
Closes #2922
2024-03-10 11:30:06 +09:00
Hajime Hoshi
c0d9954b3e
exp/textinput: use native pixels for a candidate window position
2024-03-03 23:35:34 +09:00
Hajime Hoshi
3e4c47eb70
internal/ui: refactoring
2024-03-03 23:27:02 +09:00
Hajime Hoshi
cc3db584f2
internal/shader: allow integer types for clamp
...
Closes #2788
2024-02-25 21:21:27 +09:00
Hajime Hoshi
4b9508c523
internal/shader: bug fix: wrong type checks on min/max
...
Updates #2788
2024-02-25 21:17:54 +09:00
Hajime Hoshi
e8cdf885c0
internal/shader: allow integer types for min and max
...
Updates #2788
2024-02-25 20:18:19 +09:00
Hajime Hoshi
face5fd870
internal/shader: allow integer types for abs and sign
...
Updates #2788
2024-02-25 18:16:44 +09:00
Mykhailo Lohachov
012fe52b6f
internal/atlas: use bit manipulation for function power of 2 -like functions ( #2915 )
...
Closes #2914
2024-02-25 02:06:52 +09:00
Hajime Hoshi
64cb6cf8a9
internal/atlas: reduce test flakiness
2024-02-24 23:03:12 +09:00
Hajime Hoshi
732eedf2e0
all: use github.com/ebitengine/gomobile instead of golang.org/x/mobile
...
Closes #2748
Closes #2899
2024-02-24 22:07:27 +09:00
Hajime Hoshi
40f3cbe1e3
internal/ui: bug fix: DeviceScaleFactor should be initialized asap on Android
...
Closes #2913
2024-02-24 19:48:20 +09:00
Hajime Hoshi
df68cbfc5b
internal/gamepaddb: update the database
2024-02-21 20:36:46 +09:00
TotallyGamerJet
e6a17e58c9
internal/glfw: rewrite cocoa_time_darwin.c and posix_thread_unix.c into Go-ish ( #2912 )
...
Updates #1162
2024-02-20 22:37:13 +09:00
Hajime Hoshi
24256af624
internal/atlas: bug fix: test flakiness due to GC
2024-02-15 03:00:49 +09:00
Hajime Hoshi
820c996329
internal/shader: bug fix: wrong lhs in an assignment
...
Closes #2910
2024-02-15 02:29:21 +09:00
Hajime Hoshi
6d898d752e
ebiten: add (*Monitor).DeviceScaleFactor()
...
This replaces ebiten.DeviceScaleFactor().
Updates #2795
2024-02-12 17:09:03 +09:00
Hajime Hoshi
67d947d37a
internal/ui: remove Bounds
2024-02-12 15:24:00 +09:00
Hajime Hoshi
fca8ebb9af
internal/shader: bug fix: non-name on the left side of :=
...
Closes #2891
2024-02-11 21:21:16 +09:00
Hajime Hoshi
75103f39dd
internal/shader: bug fix: error on a function name in a function call
...
Updates #2891
2024-02-11 21:09:49 +09:00
Hajime Hoshi
60725eba86
ebiten: add RunGameOptions.X11ClassName and X11InstanceName
...
Closes #2904
2024-02-11 19:31:29 +09:00
Hajime Hoshi
0adc1ad681
internal/ui: make virtual keyboard keys work at least on Android
...
Updates #2898
2024-02-03 21:11:54 +09:00
Hajime Hoshi
7dd22fdc61
internal/ui: refactoring: rename uiKeyToJSKey to uiKeyToJSCode
2024-02-03 15:13:12 +09:00
Hajime Hoshi
872ffc148d
internal/atlas: add TestGCShader
...
Updates #2897
2024-01-29 23:14:33 +09:00
Hajime Hoshi
f74d66e89a
internal/atlas: bug fix: fix GC tests
...
Updates #2897
2024-01-29 21:01:58 +09:00
Hajime Hoshi
d2a9e5b1e8
internal/atlas: bug fix: fix tests
...
Updates #2897
2024-01-29 20:52:43 +09:00
Hajime Hoshi
f37ebe549b
internal/atlas: bug fix: fix tests
...
Updates #2897
2024-01-29 20:52:02 +09:00
Hajime Hoshi
9a8dde6503
internal/atlas: bug fix: a finalizer was never called
...
As the finalizer function had a reference to the target image, the
image's reference count never became 0. Then, the image was never
finalized.
This change fixes this issue by using a member function pointer instead
of an anonymous function.
Closes #2897
2024-01-29 20:39:44 +09:00
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
770fcff4c2
internal/graphicsdriver/directx: bug fix: Go 1.22 + 32bit Windows + DirectX 12 didn't work well
...
Apparently, a pseudo padding was needed for D3D12_RESOURCE_DESC,
but this is still mysterious.
This change also add Go 1.22 to the GitHub Actions.
Closes #2867
2024-01-27 18:06:53 +09:00
Pedro Tiple
6fafe734da
internal/graphicscommand: refactoring: remove a hard-coded part for ShaderImageCount ( #2895 )
...
This change allows increasing ShaderImageCount without breaking the image display.
Simply made the uniform processing dynamic based on ShaderImageCount.
2024-01-26 13:03:04 +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
006f14ac19
internal/graphicsdriver/playstation5: bug fix: link error
2024-01-22 00:14:00 +09:00
Hajime Hoshi
52e0f10ff7
internal/graphicsdriver/playstation5: bug fix: compile error
2024-01-22 00:05:02 +09:00
Hajime Hoshi
f0509096f8
internal/graphicsdriver/playstation5: add ebitengine_IsErrorNil
2024-01-21 23:54:02 +09:00
Hajime Hoshi
e0ccd013ac
internal/graphicsdriver/directx: bug fix: depth should be passed by math.Float32bits
...
As depth was always 0, there was not an actual problem.
2024-01-21 21:43:09 +09:00
Hajime Hoshi
5887142da7
internal/grpahicsdriver/metal/mtl: use 3 drawings for fullscreen
...
Hajime found that renderings were delayed with 2 drawing in fullscreen
though FPS might be lowered. This is mysterious but there is no other
good solution.
Updates #2883
2024-01-19 18:29:47 +09:00
Hajime Hoshi
f27402ee44
internal/mipmap: use a better image size
...
Unnecessarily big images were used since 4 years go
(f8956941b7
). Use a better small image
for mipmaps.
2024-01-18 16:10:15 +09:00
Hajime Hoshi
e39c50c296
internal/graphicsdriver/metal: add comments
...
Updates #2880
Updates #2883
2024-01-17 20:51:32 +09:00
Hajime Hoshi
055db234a1
internal/graphicsdriver/metal: bug fix: use 2 as a drawable count for Arm Mac
...
Closes #2883
2024-01-17 18:57:50 +09:00
Hajime Hoshi
2ec5c788ab
internal/buffered: fix comments
2024-01-17 04:19:07 +09:00
Hajime Hoshi
cef272f638
internal/buffered: refactoring
2024-01-17 00:20:12 +09:00
Hajime Hoshi
3cbc1870bf
internal/buffered: update pixels instead of dotsBuffer when possible
2024-01-17 00:18:06 +09:00
Hajime Hoshi
26e2748732
internal/buffered: bug fix: check errors from ReadPixels
2024-01-16 13:26:31 +09:00
Hajime Hoshi
2f894cb311
internal/buffered: move tests to internal/beforemaintest
...
Also, this change moves TestUnsyncedPixels to buffered_test.
2024-01-16 13:07:10 +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