Hajime Hoshi
7cb64ccffe
internal/ui: refactoring
2023-09-28 01:01:58 +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
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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
c7d1d28582
internal/ui: move impls for device scale to internal/ui for desktops
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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
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
01e2c92e56
internal/ui: remove unnecessary code
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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
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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
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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
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Updates #2778
2023-09-23 18:51:58 +09:00
Hajime Hoshi
d736a8cff7
internal/ui: bug fix: GetVideoMode must not be called from othere threads
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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
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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
14f2ee198e
ebiten: add SetWindowMousePassthrough and IsWindowMousePassthrough
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Closes #2511
2023-09-18 18:31:22 +09:00
Hajime Hoshi
6ab509f221
internal/ui: reland: bug fix: preserve cursor positions for toggling fullscreening for desktops
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Updates #2475
2023-09-17 15:54:39 +09:00
Hajime Hoshi
9d73e45677
Revert "internal/ui: bug fix: preserve cursor positions for toggling fullscreening for desktops"
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This reverts commit 7ed4db90be
.
Reason: compile error on Windows
2023-09-17 15:43:38 +09:00
Hajime Hoshi
7ed4db90be
internal/ui: bug fix: preserve cursor positions for toggling fullscreening for desktops
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Updates #2475
2023-09-17 15:26:08 +09:00
Hajime Hoshi
8c25b07336
internal/ui: call updateInputState after layoutGame
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The cursor position is affected by the current layout. Then, input
states should be updated after layoutGame is called.
Updates #2763
2023-09-17 14:58:32 +09:00
Hajime Hoshi
45acc2c5d8
internal/ui: reland: bug fix: disable window size limitation on fullscreen
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Closes #2260
2023-09-16 16:49:49 +09:00
Hajime Hoshi
40fc96d78c
internal/ui: forbid a green button when a max window size limit is specified
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Updates #2260
2023-09-16 16:40:03 +09:00
Hajime Hoshi
128215eedd
Revert "internal/ui: bug fix: disable window size limitation on fullscreen"
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This reverts commit 9a5ef1b553
.
Reason: we should disable the green button instead
Updates #2260
2023-09-16 03:23:34 +09:00
Hajime Hoshi
657e4c2541
internal/ui: update a comment
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Closes #2240
2023-09-16 03:12:37 +09:00
Hajime Hoshi
619436a47b
internal/ui: refactoring: add monitor_glfw.go
2023-09-16 00:16:00 +09:00
Hajime Hoshi
dd2768d5f3
internal/ui: bug fix: introduce locks for monitors
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Updates #1853
2023-09-15 03:59:13 +09:00
Hajime Hoshi
32bd565df9
internal/ui: bug fix: setWindowMonitor was processed even when the same monitor was specified
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Updates #1835
2023-09-15 03:30:15 +09:00
Hajime Hoshi
b710ff17c8
internal/ui: bug fix: wait for a while after exiting fullscreen on macOS
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Closes #2758
2023-09-15 03:19:37 +09:00
Hajime Hoshi
90accfba1e
internal/ui: bug fix: do not call PollEvents on Windows and Linux
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Updates #2296
2023-09-15 03:11:58 +09:00
Hajime Hoshi
568e98ef1c
internal/ui: bug fix: call setOrigWindowPos on entering fullscreen
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Closes #2757
2023-09-15 02:53:38 +09:00
Hajime Hoshi
f7a801d591
internal/ui: refactoring
2023-09-15 02:45:31 +09:00
Hajime Hoshi
9a5ef1b553
internal/ui: bug fix: disable window size limitation on fullscreen
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Closes #2260
2023-09-15 02:19:20 +09:00
Hajime Hoshi
f30a58a393
internal/ui: bug fix: disable global functions after the game termination
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Closes #2743
2023-09-02 15:38:41 +09:00
Ketchetwahmeegwun T. Southall
60b7de6a3c
ebiten: add APIs to treat monitors ( #2597 )
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This change adds these APIs:
* `type MonitorType`
* `func (*MonitorType) Bounds() image.Rectangle`
* `func (*MonitorType) Name() string`
* `func Monitor() *MonitorType`
* `func SetMonitor(*MonitorType)`
* `func AppendMonitors([]*MonitorType) []*MonitorType`
Closes #1835
2023-08-30 21:02:04 +09:00
Hajime Hoshi
f81dbd9288
internal/graphicsdriver: flush commands asynchronously whenever possible
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Closes #2664
2023-07-30 22:44:13 +09:00
Hajime Hoshi
5a64f8299e
internal/thread: refactoring: add a common interface Thread
2023-07-30 22:42:24 +09:00
Hajime Hoshi
d13bea29dc
internal/ui: refactoring
2023-07-30 03:52:54 +09:00
Hajime Hoshi
3869e2e4f6
internal/ui: refactoring: integrate the render thread usages into internal/graphicscommand
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Updates #2664
2023-07-30 03:50:49 +09:00
Hajime Hoshi
91e1c0ea29
ebiten: add more cursor shapes
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This change adds these new cursor shapes:
* CursorShapeNESWResize
* CursorShapeNWSEResize
* CursorShapeMove
* CursorShapeNotAllowed
Closes #2476
2023-07-23 00:49:45 +09:00
Hajime Hoshi
929539b66e
add exp/textinput package
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This works only for macOS and browsers so far.
Updates #1029
2023-07-05 02:09:04 +09:00
Hajime Hoshi
0785502be3
internal/ui: refactoring
2023-05-09 00:35:54 +09:00
Hajime Hoshi
b40c5b1e99
internal/ui: catch an error at At at updateIconIfNeeded
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Closes #2647
2023-04-20 00:59:14 +09:00
Hajime Hoshi
09d2459f1c
internal/ui: a more robust fix for the unfocused-window loop
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Depending on the member variable bufferOnceSwapped is a little fragile.
Detect whether the window is shown or not instead.
Updates #2620
2023-04-01 03:36:51 +09:00
Hajime Hoshi
db7c99fde8
internal/ui: bug fix: an unfocused window should not wait until buffers are swapped once
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On macOS, a window is hidden until buffers are swapped once. If a game is
not runnable on unfocused, as the window is hidden and unfocused, the
waiting loop for a window never ends.
This change fixes the issue by changing the loop condition.
Closes #2620
2023-04-01 03:01:59 +09:00
Hajime Hoshi
1656c47abf
internal/ui: bug fix: hiding a window decoration at initialization doesn't work on macOS
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Closes #2600
2023-03-14 00:27:57 +09:00
Hajime Hoshi
e93bcd9e55
internal/ui: bug fix: needed to wait for swapping buffers before entering fullscreen
...
Closes #2599
2023-03-13 21:40:40 +09:00
Hajime Hoshi
7315044dcf
internal/ui: remove a redundant call to close a window
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glfw.Terminate should close the window too. This might fix the issue
so let's wait and see.
Updates #2551
2023-02-15 14:36:28 +09:00