Hajime Hoshi
12de3a7749
internal/uidriver/mobile: bug fix: specify a shared AVAudioSession for CHHapticEngine
...
Closes #1976
2022-01-26 23:53:56 +09:00
Hajime Hoshi
eabd82cda0
internal/uidriver/mobile: make Vibrate async
2022-01-26 22:36:31 +09:00
Hajime Hoshi
8f1f9e3a5f
internal/uidriver/glfw: do not set the window size on fullscreen
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The window size and the framebuffer size of fullscreen doesn't match.
Updates #1960
2022-01-26 16:23:34 +09:00
Hajime Hoshi
5ee493e85a
internal/uidriver/glfw: bug fix: needed to adjuts the units between the framebuffer and the window
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Updates #1960
Closes #1975
2022-01-26 04:58:08 +09:00
Hajime Hoshi
f76d1c8d50
Revert "internal/uidriver/glfw: bug fix: needed to set the window position after restoring from fullscreen"
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This reverts commit 99a15d81f4
.
Reason: The true culprit was 12c144070f
Updates #1975
2022-01-26 04:57:28 +09:00
Hajime Hoshi
99a15d81f4
internal/uidriver/glfw: bug fix: needed to set the window position after restoring from fullscreen
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Closes #1975
2022-01-26 04:29:12 +09:00
Hajime Hoshi
da1d6ddf17
internal/uidriver/glfw: refactoring: SetTitle after restoring from fullscreen is no longer needed
2022-01-26 04:15:09 +09:00
Hajime Hoshi
d0a6ce6567
internal/graphicsdriver/metal: disable presentsWithTransaction in the fullscreen mode
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Updates #1745
Closes #1974
2022-01-26 03:55:14 +09:00
Hajime Hoshi
11d01f4de1
internal/cbackend: add EbitenVibrateGamepad
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Updates #1452
2022-01-26 03:32:52 +09:00
Hajime Hoshi
fb3a022327
ebiten: use the DB's name for GamepadName
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Updates #1949
2022-01-25 21:14:03 +09:00
Hajime Hoshi
cdf2335f5a
refactoring: better error handlings on Windows
2022-01-23 18:30:40 +09:00
Hajime Hoshi
a049c403cf
internal/gamepad: bug fix: go-vet failed (misuse of unsafe.Pointer)
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Updates #1452
2022-01-23 02:08:30 +09:00
Hajime Hoshi
580307f150
internal/gamepad: bug fix: go-vet failed
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Updates #1452
2022-01-23 01:56:14 +09:00
Hajime Hoshi
ff24f7718c
internal/uidriver/glfw: use an original implementation for macOS
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Updates #1452
2022-01-23 01:48:24 +09:00
Hajime Hoshi
84c680c6ed
internal/shader: ban the operator div on a matrix
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The operator div on a matrix doesn't work on Metal.
2022-01-21 03:37:34 +09:00
Hajime Hoshi
2e5b4954f3
internal/shader: bug fix: forbid mat + float
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mat + float doesn't work on Metal.
2022-01-21 02:42:22 +09:00
Hajime Hoshi
99f003a17a
internal/shader: bug fix: mat *= vec is not allowed
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Updates #1971
2022-01-21 02:03:50 +09:00
Hajime Hoshi
0415773b94
internal/shader: bug fix: allow the *= operator for a vector and a matrix
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Updates #1971
2022-01-21 01:59:58 +09:00
Hajime Hoshi
8b8b96c9e7
internal/shader: bug fix: wrong test (int*float)
2022-01-21 01:31:46 +09:00
Hajime Hoshi
8d2bf6525c
internal/shader: bug fix: wrong type checkings for operator *
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Updates #1971
2022-01-21 01:06:02 +09:00
Hajime Hoshi
8321cecfdd
internal/atlas: typo
2022-01-19 23:44:59 +09:00
Hajime Hoshi
0a537b7ad2
internal/shader: bug fix: a number literal must be represented as floats in some contexts
2022-01-17 21:14:07 +09:00
Hajime Hoshi
4940159e5b
internal/shader: bug fix: operators between vec/mat and float should work
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Closes #1963
2022-01-17 20:52:44 +09:00
Hajime Hoshi
f5edc189e6
internal/uidriver/glfw: bug fix: wrong lock usages
2022-01-17 01:29:29 +09:00
Elias Daler
12c144070f
internal/uidriver/glfw: fix window float enable/disable ( #1962 )
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Closes #1960
2022-01-17 00:28:25 +09:00
Bertrand Jung
c4fbcdd1ae
internal/uidriver/glfw: use FreeConsole instead of hiding ( #1961 )
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Closes #485
2022-01-16 22:31:17 +09:00
Hajime Hoshi
260f7e07df
internal/shader: bug fix: deduction checks for the %
operator were lacked
2022-01-14 03:51:04 +09:00
Hajime Hoshi
bf48a0b11a
internal/shaderir: bug fix: test failures
2022-01-12 01:57:06 +09:00
Hajime Hoshi
08ddb4233b
internal/shaderir/glsl: bug fix: % was not available on old GLSLs
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Use a new utility function modInt instead.
Closes #1951
2022-01-12 01:41:09 +09:00
Hajime Hoshi
d110716dc0
internal/shader: bug fix: check types correctly for assign operators
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Closes #1950
2022-01-12 00:39:39 +09:00
Hajime Hoshi
83bd0772d4
internal/shader: bug fix: % should be valid only for integers
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Closes #1947
2022-01-11 23:53:09 +09:00
Hajime Hoshi
ca3f84fdd6
internal/uidriver/cbackend: rename an argument
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Updates #1452
2022-01-11 04:12:08 +09:00
Hajime Hoshi
eb6e2026dc
internal/uidriver/glfw: remove unused go:generate comments
2022-01-10 22:05:17 +09:00
Hajime Hoshi
d4b722eb06
ebiten: rename VibrateOptions.Intensity -> Magnitude
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Updates #1452
2022-01-10 16:02:26 +09:00
Hajime Hoshi
edff1f0dd9
internal/gamepaddb: enable mappings for iOS
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Updates #1557
Closes #1722
2022-01-09 17:57:09 +09:00
Hajime Hoshi
8334ca9a18
iternal/gamepaddb: update TODO comments
2022-01-09 04:02:00 +09:00
Hajime Hoshi
4106fb15fe
internal/gamepaddb: implement the mappings for Android
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Updates #1557
2022-01-09 03:29:19 +09:00
Hajime Hoshi
1b498a03cc
Revert "internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS"
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This reverts commit 1dd13ae06e
.
Reason: This caused FPS drop on macOS 12.0.1
Updates #1885
Closes #1939
2022-01-09 01:02:53 +09:00
Hajime Hoshi
d1a5a161d7
internal/atlas: typo
2022-01-08 23:33:59 +09:00
Hajime Hoshi
e66d87e03d
internal/buffered, interal/mipmap: typo
2022-01-08 23:32:58 +09:00
Hajime Hoshi
9d72d8c65a
internal/buffered, interal/mipmap: typo
2022-01-08 23:31:20 +09:00
Hajime Hoshi
0680ca413d
internal/atlas: bug fix: the offscreen must be an independent image
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Closes #1938
2022-01-08 23:25:06 +09:00
Hajime Hoshi
3b0ce21a56
Revert "internal/graphicsdriver: bug fix: render semi-transparent vectors correctly"
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This reverts commit 202f642395
.
Reason: TestImageEvenOdd failed
Updates #1933
2022-01-06 03:19:46 +09:00
Hajime Hoshi
202f642395
internal/graphicsdriver: bug fix: render semi-transparent vectors correctly
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Closes #1933
2022-01-06 03:00:25 +09:00
Hajime Hoshi
116203c5a5
cmd/ebitenmobile: update gomobile version (reland)
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This switches from .framework to .xcframwork for iOS.
Closes #1922
2022-01-05 17:31:46 +09:00
Hajime Hoshi
c67e4385de
internal/thread: bug fix: do not close 'terminate' channel
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The `terminate` channel is resued on mobiles (see (*UserInterface).Update
in internal/uidriver/mobile). The channel must not be closed.
Closes #1932
2022-01-05 17:21:53 +09:00
Hajime Hoshi
6b34ddecfa
internal/graphicsdriver/opengl/gles: add GLES_SILENCE_DEPRECATION to suppress warnings
2022-01-05 01:54:00 +09:00
Hajime Hoshi
ebb4851a32
internal/uidriver/js: bug fix: context might be nil before the loop starts
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Closes #1928
2022-01-03 15:17:30 +09:00
Changkun Ou
626c91e360
ebiten: add RunOnMainThread(func()) ( #1927 )
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Closes #1926
2022-01-03 03:30:29 +09:00
Hajime Hoshi
220a8f48ac
internal/uidriver/glfw: refactoring: remove initTitle
2021-12-29 22:26:56 +09:00
Hajime Hoshi
5ee2ff56ca
interna/uidriver: refactoring: remove initFPSMode
2021-12-29 22:21:27 +09:00
Hajime Hoshi
374871c031
internal/shader: bug fix: a meaningless statement should raise an error (a non-call expression statement)
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Updates #1898
2021-12-27 23:14:05 +09:00
Hajime Hoshi
481a2145ae
internal/shader: bug fix: a meaningless statement should raise an error
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Closes #1898
2021-12-27 22:05:58 +09:00
Hajime Hoshi
dd4d2f6aa0
internal/glfw/glfw: update for GLFW 3.3.6
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Closes #1896
2021-12-27 01:57:55 +09:00
Hajime Hoshi
a89e9d9368
internal/gamepaddb: update the database file
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Updates #1903
2021-12-27 01:18:03 +09:00
Hajime Hoshi
f182b185d9
internal/graphicscommand: bug fix: overflow when len(vertices) > len(indices)
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Closes #1913
2021-12-26 06:15:12 +09:00
Hajime Hoshi
011e5061df
internal/cbackend: simplify the audio API
2021-12-23 22:20:04 +09:00
Hajime Hoshi
e6131894a7
internal/cbackend: add AudioBufferSizeInSeconds
2021-12-23 02:55:54 +09:00
Hajime Hoshi
1799ed0b28
add a build tag 'ebitencbackend' and internal/cbackend
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This enables to create a C archive with Ebiten without an actual driver
implementation. This enables Ebiten work on a platform Go doesn't support.
See also Hitsumabushi project: github.com/hajimehoshi/hitsumabushi.
The backend C API is not stable and might change later. Then, the build
tag 'ebitencbackend' is not documented on purpose.
Closes #1900
2021-12-22 21:12:48 +09:00
Hajime Hoshi
b0b52c6297
internal/driver: typo
2021-12-22 18:47:52 +09:00
Hajime Hoshi
39ef252c2e
ebiten: Add VibrationOptions to specify intensity ( #1891 )
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Updates #1452
2021-12-04 22:14:02 +09:00
Hajime Hoshi
bdf78dab27
internal/uidriver/glfw: Clean up build tags
2021-11-27 18:52:33 +09:00
Hajime Hoshi
ef5f8a9018
internal/uidriver/glfw: Adjusting the view size is not needed on macOS 12
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Updates #1745
2021-11-27 18:47:05 +09:00
Hajime Hoshi
e6f2764d08
internal/uidriver/glfw: Refactoring: Remove toChangeSize
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Updates #1884
2021-11-27 18:00:39 +09:00
Hajime Hoshi
22e64c7df0
internal/uidriver/glfw: Bug fix: Rendering should be updated after restoring from fullscreen
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u.toChangeSize affects the result of u.updateSize. When the callback
for WindowSetSize is invoked, toChangeSize should be true.
In order to simplify the logic, we have to remove toChangeSize later.
Closes #1884
2021-11-27 17:53:40 +09:00
Hajime Hoshi
1dd13ae06e
internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS
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This fix works only for Metal. There is not a good solution for
OpenGL so far unfortunately.
Closes #1885
2021-11-27 02:52:48 +09:00
Hajime Hoshi
73bf7a0939
internal/uidriver/glfw: Bug fix: Return a tentative scale when glfw.GetPrmaryMonitor returns 1
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Updates #1878
2021-11-24 22:35:10 +09:00
Hajime Hoshi
b4f87f9651
internal/uidriver/mobile: Implement Vibrate for Android
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This change also adds AndroidManifest.xml for the example. This is
used for `gomobile install` command.
Updates #1452
2021-11-19 01:49:22 +09:00
Hajime Hoshi
8ae6793d4d
internal/shader: Check the number of arguments
2021-11-14 17:34:06 +09:00
Hajime Hoshi
9be4ce928b
internal/shader: Add more tests for const
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Updates #1847
2021-11-14 17:06:54 +09:00
Hajime Hoshi
36ce3b836e
internal/shader: Bug fix: Treat a non-typed consntat argument as a float
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Closes #1874
2021-11-14 15:47:59 +09:00
Hajime Hoshi
ee414ed849
Revert "internal/uidriver/glfw: Refactoring"
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This reverts commit c4df397d87
.
Reason: Compile error
2021-11-12 22:29:03 +09:00
Hajime Hoshi
c4df397d87
internal/uidriver/glfw: Refactoring
2021-11-12 22:19:32 +09:00
Hajime Hoshi
b6cf95f5bb
internal/uidriver/js: Optimization: Reduce the call of js.Value.Get
2021-11-12 02:48:58 +09:00
Hajime Hoshi
1f7e7e2816
internal/uidriver/mobile: Remove the warnings
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Closes #1872
2021-11-11 02:28:05 +09:00
Hajime Hoshi
5d5ce370f1
internal/uidriver/mobile: Implement Vibrate on iOS
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Updates #1452
2021-11-11 00:50:02 +09:00
Hajime Hoshi
00e2b15e2a
shaderir: Bug fix: A wrong argument for fmt.Sprintf
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This change also improves the result of espcae analysis.
Closes #1863
2021-11-02 00:05:07 +09:00
Hajime Hoshi
7661147e31
internal/graphicsdriver/opengl: Avoid allocations by escaping to heap
2021-10-31 22:34:14 +09:00
Hajime Hoshi
113796efae
internal/uidriver/glfw: Bug fix: Crashed a transparent button with the green button
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Updates #1822
Closes #1857
2021-10-31 18:21:19 +09:00
Hajime Hoshi
0238549cfb
internal/atlas, initernal/graphics: Better buffer size calculation
2021-10-31 17:20:39 +09:00
Hajime Hoshi
d236d73a1f
internal/atlas, initernal/graphics: Bug fix: Needed to reset 'notFullyUsedTime'
2021-10-31 17:18:07 +09:00
Hajime Hoshi
15f62bfeb5
internal/graphicsdriver/opengl: Optimization: Cache texture variable names
2021-10-31 05:40:44 +09:00
Hajime Hoshi
9d51356eef
internal/graphicsdriver/opengl: Optimization
2021-10-31 05:17:23 +09:00
Hajime Hoshi
b74a4a0275
internal/graphicsdriver/opengl: Optimization: Avoid heap allocations
2021-10-31 02:10:44 +09:00
Hajime Hoshi
7b7791156c
internal/graphicsdriver/opengl: Remove unreached return
2021-10-31 01:38:01 +09:00
Hajime Hoshi
98083ccd0a
internal/graphicsdriver/opengl: Avoid heap allocation of a local variable
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If a variable is passed to an argument interface{}, the variable might be
allocated on the heap unexpectedly.
2021-10-31 01:11:12 +09:00
Hajime Hoshi
a082db04fd
internal/jsutil: Optimization: Avoid using empty interface{} conversions
2021-10-30 18:53:21 +09:00
Hajime Hoshi
a826ecb29b
internal/jsutil: Move a function to internal/graphicsdriver/opengl
2021-10-30 18:33:43 +09:00
Hajime Hoshi
06f4142ca0
internal/driver: Optimization: Replace interface{} with driver.Uniform
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Converting a value from/to interface{} can create a value in heap
and this is not efficient.
2021-10-30 02:58:28 +09:00
Hajime Hoshi
1f82bb297c
internal/graphicsdriver/opengl: Optimization: Avoid the empty interface
2021-10-30 02:28:57 +09:00
Hajime Hoshi
60f2c7ace6
internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame (uniform variables)
2021-10-30 00:22:31 +09:00
Hajime Hoshi
b4f45edff8
internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame
2021-10-30 00:13:57 +09:00
Hajime Hoshi
76324254c1
internal/graphicsdriver/opengl: Avoid creating objects for debugging
2021-10-30 00:04:03 +09:00
Hajime Hoshi
b1a442f86a
internal/graphicscommand: Optimization: Pool drawTrianglesCommand objects
2021-10-29 23:41:47 +09:00
Hajime Hoshi
d3ac199aa9
internal/graphicsdriver/opengl: Optimization: Avoid fmt.Sprintf
2021-10-29 21:43:40 +09:00
Hajime Hoshi
3c1f8da7f8
internal/graphicsdriver/opengl: Optimization: Avoid interface conversion
2021-10-29 21:35:40 +09:00
Hajime Hoshi
5b7724f575
internal/uidriver/mobile: Bug fix: Compile error
2021-10-25 03:01:33 +09:00
Hajime Hoshi
2aa232878d
ebiten: Add VibrateGamepad and implement this on browsers
...
Updates #1452
2021-10-25 02:30:42 +09:00
Hajime Hoshi
dde53df6ae
internal/uidriver/glfw: Bug fix: Compile error
2021-10-24 15:23:25 +09:00
Hajime Hoshi
99bfdef416
internal/graphicsdriver/opengl/gl: Support OpenBSD
2021-10-24 15:09:16 +09:00