Commit Graph

806 Commits

Author SHA1 Message Date
Hajime Hoshi
b79f0394cc internal/ui: refactoring: allow slices in InputState 2023-01-22 01:28:57 +09:00
Hajime Hoshi
d53803615a internal/ui: merge a window-closing state into an input state 2023-01-21 23:42:48 +09:00
Hajime Hoshi
08fba564f8 internal/ui: refactoring: define global sel_ objects 2023-01-09 01:41:13 +09:00
Hajime Hoshi
95f1ef0fb9 internal/ui: bug fix: recover the cursor shape when the cursor is visible
Closes #2527
2023-01-07 20:03:21 +09:00
Hajime Hoshi
86fa9366f7 internal/ui: use 'set' instead of 'push' for cursors
We don't need to use a cursor stack.
2023-01-07 19:16:41 +09:00
Hajime Hoshi
7418576c16 internal/ui: re-enable skipping to render the final screen when possible
With Metal, nextDrawable could return immediately when a command buffer
is empty. To avoid high CPU usage, this change adds a slight sleep in
this case.

With DirectX, Present waits for a while even though nothing is updated,
then that's fine.

Updates #2341
Updates #2342
Updates #2520
2023-01-03 23:09:28 +09:00
Hajime Hoshi
365740aca9 internal/ui: update comments
Updates #2521
2023-01-03 21:39:34 +09:00
Hajime Hoshi
67c9d65d82 internal/ui: refactoring 2023-01-03 21:17:47 +09:00
Hajime Hoshi
0bdfeec610 internal/ui: use a separate render thread for Nintendo Switch
Updates #2512
2023-01-03 21:12:18 +09:00
Hajime Hoshi
312dce950c internal/ui: bug fix: compile failures with -tags=nintendosdk
Needed to use NativeDisplayType for eglGetDisplay.
2023-01-03 20:38:45 +09:00
Hajime Hoshi
6344273b7c internal/ui: bug fix: compile failures with -tags=nintendosdk 2023-01-03 20:29:05 +09:00
Hajime Hoshi
73985c6c96 internal/ui: bug fix: compile failures with -tags=nintendosdk 2023-01-03 20:12:36 +09:00
Hajime Hoshi
723a44a822 internal/ui: rename ebitengine_Init -> ebitengine_Initialize 2023-01-03 19:23:38 +09:00
Hajime Hoshi
0e0205b2d0 internal/ui: use -overlay to provide the implementation for Nintendo Switch
Closes #2372
2023-01-03 19:10:15 +09:00
Hajime Hoshi
da97657afb Revert "internal/ui: refactoring: remove unnecessary hack for unfocusing"
This reverts commit 3f753b7086.

Reason: this was actually necessary.

Updates #982
Updates #987
Closes #2521
2023-01-03 02:06:55 +09:00
Hajime Hoshi
70bcec189d internal/ui: refactoring 2023-01-03 01:43:55 +09:00
Hajime Hoshi
e4b15faefe internal/ui: bug fix: wrong condition 2023-01-03 01:28:51 +09:00
Hajime Hoshi
bbc82ef2db internal/ui: skip rendering onto the final framebuffer only for OpenGL
This was reverted at a049acd94e but now
I've confirmed this is not problematic only with OpenGL.

Updates #2341
Updates #2342
2023-01-03 01:24:53 +09:00
Hajime Hoshi
a049acd94e internal/ui: disable the optimization to skip rendering offscreen
This caused some issues in various environments. Until we find a good
solution, let's disable this.

Updates #2341
Updates #2342
Closes #2518
2023-01-02 23:14:03 +09:00
Hajime Hoshi
471237b701 internal/ui: bug fix: ignore ERROR_BUSY when deleting a GL context
Closes #2518
2023-01-02 15:05:16 +09:00
Hajime Hoshi
7018318546 internal/ui: bug fix: compile error on the testing CI 2023-01-01 18:01:14 +09:00
Hajime Hoshi
bba32bc06e internal/ui: refactoring 2023-01-01 17:45:20 +09:00
Hajime Hoshi
afbd1aebf1 internal/ui: use -overlay to provide the implementation for Nintendo Switch
Updates #2372
2023-01-01 01:35:05 +09:00
Hajime Hoshi
34941ca083 all: separate the rendering thread from the main thread
Updates #1704
Closes #2512
2022-12-30 22:57:34 +09:00
Hajime Hoshi
0fc21470e2 internal/ui: move some context-dependent processes to updateFrameImpl
This is a preparation to introduce an independent thread for rendering.

Updates #2512
2022-12-30 22:06:36 +09:00
Hajime Hoshi
b9fb4e9f50 internal/ui: remove an unnecessary hack for macOS
Now macOS always uses the native fullscreen even for a transparent
window, we no longer need a hack to call SwapBuffers explicitly.

Updates #1004
2022-12-30 16:25:05 +09:00
Hajime Hoshi
0a03df297b internal/ui: make it explicit to call swapBuffers only w/ OpenGL 2022-12-30 15:44:01 +09:00
Hajime Hoshi
0e137e8dd7 internal/ui: bug fix: compile error on mobiles 2022-12-30 15:44:01 +09:00
Hajime Hoshi
8902d95b2d internal/ui: remove unused function runOnAnotherThreadFromMainThread 2022-12-30 13:52:05 +09:00
Hajime Hoshi
e1992347b7 internal/graphicscommand: rename SetRenderingThread -> SetRenderThread 2022-12-30 13:51:32 +09:00
Hajime Hoshi
fa4916d063 internal/ui: refactoring 2022-12-30 13:28:00 +09:00
Hajime Hoshi
3f753b7086 internal/ui: refactoring: remove unnecessary hack for unfocusing
The sleeping for an unfocused state also happens in (*userInterfaceImpl).update().

Updates #982
Updates #987
2022-12-30 00:41:46 +09:00
Hajime Hoshi
7e7deeab22 internal/ui: bug fix: SetWindowIcon crashed in the single-thread mode
Updates #1468
Closes #2513
2022-12-30 00:01:11 +09:00
Hajime Hoshi
b597ed1e27 internal/ui: remove unnecessary swapBuffer call
This was introduced at 9e161864f6, the
background is now unclear. Things work even without this hack.

Updates #157
Updates #158
2022-12-29 21:48:37 +09:00
Hajime Hoshi
42c08698fb internal/ui: give up re-rendering on resizing the window
It seems difficult to implement this correctly as long as the rendering
thread is the same as the main thread.

Closes #2144
Updates #2512
2022-12-29 21:27:44 +09:00
Hajime Hoshi
dd853050e9 internal/ui: refactoring 2022-12-29 21:09:30 +09:00
Hajime Hoshi
4d89b5de07 internal/ui: refactoring 2022-12-29 20:47:32 +09:00
Hajime Hoshi
e5b9569142 internal/ui: bug fix: the env variable should be used only when the library is not specified
Updates #2378
2022-12-29 15:44:55 +09:00
Hajime Hoshi
5e17791e4e internal/ui: bug fix: an offscreen was broken with SetScreenClearedEveryFrame(false)
Updates #2500
Closes #2510
2022-12-29 14:57:07 +09:00
Hajime Hoshi
c638727759 internal/thread: remove Stop and use context.Context instead 2022-12-28 17:11:55 +09:00
Hajime Hoshi
01eb1a0bca internal/ui: refactoring 2022-12-28 16:44:22 +09:00
Hajime Hoshi
e9248c6f33 internal/ui: rename t -> mainThread 2022-12-28 15:59:53 +09:00
Hajime Hoshi
ece60af1b7 internal/graphicsdriver/metal: stop using presentsWithTransaction
presentsWithTransaction caused many troubles. The critical thing was
that nextDrawable sometimes took more than one second when a user
inputs with NSTextView.

Fortunately, applications work well even without presentsWithTransaction.

Updates #1029
Updates #1196
Updates #1745
Updates #1974
2022-12-27 19:00:56 +09:00
Hajime Hoshi
5e7ec81f5c internal/ui: rename functions 2022-12-27 12:54:01 +09:00
Hajime Hoshi
41a68bf17b internal/ui: remove unused functions 2022-12-26 22:43:20 +09:00
Hajime Hoshi
dd7e125d9c ebiten: add KeyName for desktops and browsers
Updates #1904
2022-12-25 03:37:29 +09:00
Hajime Hoshi
e6346c01d2 internal/ui: stop panicking at Key.String 2022-12-25 00:33:08 +09:00
Hajime Hoshi
d3655940bd internal/ui: bug fix: input states must be updated before the hook
Closes #2502
2022-12-21 11:46:58 +09:00
Hajime Hoshi
a5b6f39ed7 internal/ui: bug fix: reset the input state immediately after reading
Before this change, the input state was reset at the end of a tick.
This means that wheel deltas or input chars in a tick might be reset
unexpectedly.

This change fixes the issue by reseting the input state immediately
when reading, so that wheel events and input-char events are preserved.

Updates #2496
Updates #2501
2022-12-21 00:27:28 +09:00
Hajime Hoshi
38f802cb40 internal/ui: simplify the logic of skipping rendering 2022-12-20 11:34:47 +09:00