Hajime Hoshi
4604a00e39
internal/uidriver/glfw: Refactoring: Rename functions
2021-10-10 15:50:12 +09:00
Hajime Hoshi
4580f9fa16
internal/uidriver/glfw: Refactring: Rename InDP -> InDIP
...
This change also renames some functions and variables.
2021-10-10 15:47:15 +09:00
Hajime Hoshi
da6b75bc6d
internal/uidriver/glfw: Bug fix: Adjust the window size along with the device scale
...
After this change, UserInterface's windowWidth and windowHeight are
now windowWidthInDP and windowHeightInDP in device-independent pixels.
Closes #1844
2021-10-10 14:29:34 +09:00
Hajime Hoshi
d4b5d17e75
internal/uidriver/glfw: Remove an unused function
...
Updates #1844
2021-10-09 21:11:44 +09:00
Hajime Hoshi
fcd8a6c653
internal/uidriver/glfw: Bug fix: Get the correct initial monitor and its scale
...
Before this fix, Win32API is used to get the current monitor. This
might not work and return an unexpected monitor on some machines after
the runloop starts.
Instead, use the current window to get the current monitor correctly
instead of the Win32APIs. To get the initial monitor, the API
ForegroundWindow is still used.
Updates #1584
Updates #1844
2021-10-09 18:18:22 +09:00
Hajime Hoshi
3f5d1762bb
internal/graphicsdriver/opengl: Return an error when initializing OpenGL fails
...
Updates #1838
2021-10-06 00:38:47 +09:00
r3vit
57c45a13e4
Remove dot imports from tests - Remove dot imports ( #1837 )
...
Closes #1824
2021-10-02 19:58:48 +09:00
Hajime Hoshi
78cdb94552
internal/uidriver/glfw: Bug fix: Do not hide the window after its creation
...
Closes #1829
2021-09-29 01:00:17 +09:00
Hajime Hoshi
56c5bec908
internal/gamepaddb: Do not fetch the database file on go:generate
...
This is too aggressive and sometimes risky to update the database
file always when go-generate is executed.
2021-09-25 04:03:19 +09:00
Hajime Hoshi
9ab6758b7a
internal/gamepaddb: Remove some hacks for wrong formats
2021-09-25 03:56:06 +09:00
Hajime Hoshi
52d917eff0
go generate
2021-09-25 03:45:17 +09:00
Hajime Hoshi
77664ff057
internal/uidriver/glfw: Use the correct initial monitor on Linux/UNIX
...
Closes #1827
2021-09-25 02:48:13 +09:00
Hajime Hoshi
23566a7d2e
internal/uidriver/glfw: Refactoring
2021-09-25 02:14:14 +09:00
Hajime Hoshi
a0be4a302c
internal/gamepaddb: Bug fix: A mapping for an axis/button might be missing
...
Closes #1825
2021-09-25 00:58:06 +09:00
Hajime Hoshi
a7b5db6f65
internal/uidriver/glfw: Use GLFW's fullscreen when the window is transparent on macOS
...
Closes #1822
2021-09-24 03:22:09 +09:00
Hajime Hoshi
f64a946052
internal/gamepaddb: Use XInput's trigger threshold
2021-09-23 15:25:27 +09:00
Hajime Hoshi
226378da88
internal/gamepaddb: Bug fix: ButtonValue must return [0, 1]
2021-09-23 15:18:16 +09:00
Hajime Hoshi
263276c5ab
internal/uidriver/glfw: Refactoring
2021-09-23 02:48:22 +09:00
Hajime Hoshi
422387c7cd
internal/uidriver/glfw: Refactoring
2021-09-23 02:03:37 +09:00
Hajime Hoshi
4b64eadfe5
internal/mipmap, internal/atlas: Integrate for-loops for color scaling
2021-09-23 00:28:20 +09:00
Hajime Hoshi
8063f2050c
internal/graphicscommand: Optimize flush
2021-09-23 00:03:41 +09:00
Hajime Hoshi
7675e2735b
internal/graphicscommand: Refactoring: Do not you 'int' as a variable name
2021-09-22 23:39:56 +09:00
Hajime Hoshi
f79acf9569
internal/mipmap: Bug fix: nil should be meaningful for a mipmap map
2021-09-21 00:46:11 +09:00
Hajime Hoshi
81fd7ab8f6
internal/mipmap: Create a mipmap map lazily
2021-09-20 23:27:14 +09:00
Hajime Hoshi
9dbff2cddd
internal/uidriver/glfw: Make SetFullscreen more responsive on macOS
2021-09-20 21:01:17 +09:00
Hajime Hoshi
0ac4c7323f
internal/uidriver/glfw: Bug fix: Potential crash when xgb.NewConn fails
2021-09-19 18:23:51 +09:00
Hajime Hoshi
8ed55ef42d
internal/uidriver/glfw: Use the window size on a native fullscreen
...
Updates #1745
2021-09-19 00:35:18 +09:00
Hajime Hoshi
f0395dd329
internal/uidriver/glfw: Skip adjusting the view size with OpenGL
2021-09-18 23:59:37 +09:00
Hajime Hoshi
188e80d2f7
internal/uidriver/glfw: Bug fix: FPS is dropped when pressing the green button
...
Updates #1745
2021-09-18 22:16:21 +09:00
Hajime Hoshi
1a7cf7b3b8
internal/glfw/glfw: Modify GLFW for Windows to make the window non-floating
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Closes #1506
2021-09-18 20:47:26 +09:00
Hajime Hoshi
7be00d79e8
internal/uidriver/glfw: Fix unstable FPS on fullscreen on macOS
...
FPS was unstable on fullscreen mode i.e., when the view size is the
same as the monitor size.
By using a little different size view, FPS becomes stable.
Updates #1745
2021-09-18 19:22:09 +09:00
Hajime Hoshi
11b9a4b161
internal/graphicsdriver/metal: Refactoring
2021-09-18 17:24:03 +09:00
Hajime Hoshi
e98e371bb4
internal/uidriver: Bug fix: Compile error on Linux/UNIX
2021-09-18 16:58:30 +09:00
Hajime Hoshi
428c079e52
internal/uidriver/glfw: Make a 'native' fullscreen on macOS
...
This is a breaking change. On macOS, `SetFullscreen` creates a new
independent space and maximize the size of the window there.
Updates #1506
Closes #1579
2021-09-18 16:31:22 +09:00
Hajime Hoshi
2a390c18c1
internal/uidriver/glfw: Do not iconify the fullscreen window on Linux
...
Updates #1506
2021-09-18 00:52:04 +09:00
Hajime Hoshi
ec2f823420
internal/uidriver/glfw: Clear the device scale cache when monitors are changed
2021-09-15 13:04:38 +09:00
divVerent
5bc7b93e6f
Move VideoModeScaleAt into internal/uidriver/glfw. ( #1812 )
...
It's only used by GLFW, and has been in devicescale only to ease migration
to separate video mode vs content scaling.
Updates #1774
2021-09-15 12:47:04 +09:00
divVerent
923c84a3d6
Split the concept of device scale and screen scale ( #1811 )
...
We now set deviceScale to always the mapping from logical window system pixels
to device independent pixels (which is what Ebiten API users expect), and
introduce a new concept of videoModeScale that maps from video mode to logical
window system pixels.
videoModeScale is now only used for computing full-screen resolutions, while
deviceScale is used for any other conversion.
Fixes window sizes on X11, should be a NOP otherwise.
Closes #1774 .
2021-09-15 01:03:04 +09:00
divVerent
60df512352
Switch out the devicescale implementation by one that relies on glfw/xrandr. ( #1800 )
...
This should fix fullscreen mode on Linux/X11 systems in general,
while not affecting other systems.
Note that this deletes a bunch of OS X specific and Windows specific code,
as GLFW already provides this functionality.
This change is not expected to cause regressions, however,
the current behavior is still wrong and leads to wrong/unintended window sizes.
To be fixed in further PRs.
Updates #1774
2021-09-14 12:35:02 +09:00
Hajime Hoshi
cc1ac47387
internal/uidriver: Fix comments
2021-09-13 21:53:02 +09:00
Hajime Hoshi
64a0577c26
internal/affine: Optimize Scale and Translate
2021-09-13 02:18:07 +09:00
Hajime Hoshi
39e7f71ccb
internal/uidriver/glfw: Bug fix: Forbide Maximize/MinimizeWindow on the native fullscreen on macOS
...
Closes #1810
2021-09-12 23:38:44 +09:00
Hajime Hoshi
ea12ede127
ebiten: Add StandardGamepadButtonValue
...
Closes #1721
2021-09-12 21:00:48 +09:00
Hajime Hoshi
f23dadb8ae
Add internal/gamepaddb ( #1805 )
...
This is basically a revert of 93a156a718
.
This implements parsing the SDL gamepad mappings by Ebiten instead
of GLFW, so that Ebiten can handle parsing errors completely.
Closes #1802
2021-09-11 22:46:05 +09:00
Hajime Hoshi
28963a66ee
internal/uidriver/glfw: Update the game controller DB
2021-09-11 19:12:48 +09:00
Hajime Hoshi
37771717cc
internal/uidriver: Bug fix: Potential memory leak by [:0]
...
Updates #1803
2021-09-10 02:17:29 +09:00
Hajime Hoshi
dbe101a8ef
internal/restorable: Remove draw-triangles-history items explicitly
...
Updates #1803
2021-09-09 12:57:50 +09:00
Hajime Hoshi
106ff7a84b
internal/ui: Reduce calls of glfw.GetMonitors
...
Updates #1803
2021-09-09 11:14:08 +09:00
Hajime Hoshi
5ac357959c
internal/graphicscommand: Bug fix: memory leak at q.commands
...
Apparently, the part of a slice between len and cap-1 still holds
references. Release them explicitly.
Closes #1803
2021-09-09 04:28:31 +09:00
Hajime Hoshi
8f857daf3e
internal/restorable: Bug fix: Forbid NewImage before the graphics driver is ready
2021-09-09 03:58:58 +09:00