Commit Graph

6183 Commits

Author SHA1 Message Date
Hajime Hoshi
a718ddbf7e driver: Add UIDriver.Draw
This is a preparation for XNA.

Updates #1078
2020-04-01 02:55:50 +09:00
Hajime Hoshi
ef5e917feb shareable: Remove old comments
This was introduced at cbf36734f8,
but the situation was changed at 9d867850dc
2020-04-01 00:58:33 +09:00
Hajime Hoshi
7ac6b0bfa3 Update dependencies 2020-03-31 03:32:38 +09:00
Hajime Hoshi
161d8aae8f ui: Forbid RestoreWindow when the window is not maximized nor minimized
Fixes #1124
2020-03-31 02:48:22 +09:00
Hajime Hoshi
b470dace1a examples/windowsize: Bug fix: Nothing was rendered with -legacy mode 2020-03-31 02:22:21 +09:00
Hajime Hoshi
35eb9e77a0 ui: Improve comments about Game interface
This change also fixes comments in uiConttext, which seems pretty
old.
2020-03-31 02:04:27 +09:00
Hajime Hoshi
f01f5045ba examples/mascot: Use RunGame
Updates #1111
2020-03-31 01:06:47 +09:00
Hajime Hoshi
9fe4191a6a mobile: Game object without Draw didn't draw anything
Fixes #1123
2020-03-30 03:35:07 +09:00
Hajime Hoshi
8fae2e1c18 Update version to v1.12.0-alpha 2020-03-29 23:49:07 +09:00
Hajime Hoshi
4fe8d5c8c2 cmd/ebitenmobile: Update gomobile version
Fixes #1120
2020-03-29 22:00:29 +09:00
Hajime Hoshi
9a14d2fb14 thread: Fix comments
Fixes #1121
2020-03-29 16:27:12 +09:00
Hajime Hoshi
41d07706ae Revert "thread: Close channels"
This reverts commit 00e78c1eae.

Reason: (*Thread).Loop can be called multiple times on iOS.

Fixes #1121
2020-03-29 16:25:42 +09:00
Hajime Hoshi
a9c74e48e1 cmd/ebitenmobile: Update gomobile version 2020-03-29 13:44:41 +09:00
Hajime Hoshi
569f684d9b examples/windowsize: Improve messages 2020-03-29 02:36:14 +09:00
Hajime Hoshi
b7d555e724 examples/blocks: Bug fix: ESC key caused crashing 2020-03-29 02:35:58 +09:00
Hajime Hoshi
231edfbd3f example/contextlost: Bug fix: Compilie error on Go 1.14, Should use WebGL2 2020-03-29 02:03:14 +09:00
Hajime Hoshi
b09fe7157b uidriver/glfw: Update comments 2020-03-29 01:33:23 +09:00
Hajime Hoshi
e3def4ae50 uidriver/glfw: Update comments 2020-03-29 01:12:53 +09:00
Hajime Hoshi
9d5c35f029 uidriver/glfw: Bug fix: Initilizing the window position and the size in this order on Windows
It looks like the order is different on Windows from Linux. We
are not sure why.

Updates #1118
2020-03-29 00:50:19 +09:00
Hajime Hoshi
b7ab3d2df4 uidriver/glfw: Avoid using the window position before initializing
Especially in the initial phase before calling Run/RunGame, the
window position is not reliable and then getting the device scale
factor does not make sense based on the window position. Avoid
using the window position, and instead use the glfw.Monitor in
this situation.
2020-03-29 00:09:08 +09:00
Hajime Hoshi
14200eb42c uidriver/glfw: Add comments 2020-03-29 00:02:33 +09:00
Hajime Hoshi
8480f888dd Revert "uidriver/glfw: Bug fix: Do not use the window position for monitors"
Revert "uidriver/glfw: Bug fix: compile error on Linux"

This reverts commit 0a5126f776.
This reverts commit 3e244d7a7c.

Reason: GetMonitor is available only on fullscreen mode
2020-03-28 23:56:03 +09:00
Hajime Hoshi
e628350d4e uidriver/glfw: Bug fix: Initializing order mattered
Especially on Linux, the window size and the window position must
be initialized in this order.

Fixes #1118
2020-03-28 23:37:21 +09:00
Hajime Hoshi
34acf788d2 uidriver/glfw: Bug fix: Call Maximize explictly instead of the hint
Fixes #1117
2020-03-28 22:34:01 +09:00
Hajime Hoshi
4fe5acd711 ui: Panic on MaximizeWindow when the window is not resizable
On Windows, the window could be maximized even when the window was
not resizable. This behavior is confusing. Forbid it so that the
behavior will be clearer.
2020-03-28 22:08:48 +09:00
Hajime Hoshi
3e244d7a7c uidriver/glfw: Bug fix: compile error on Linux 2020-03-28 21:29:24 +09:00
Hajime Hoshi
8cca713d74 uidriver/glfw: Bug fix: adjustWindowPosition should consider the monitor position 2020-03-28 21:26:57 +09:00
Hajime Hoshi
0a5126f776 uidriver/glfw: Bug fix: Do not use the window position for monitors
Especially in the initial phase before calling Run/RunGame, the
window position is not reliable and then getting the device scale
factor does not make sense based on the window position. Avoid
using the window position, and instead use the glfw.Monitor.
2020-03-28 21:13:30 +09:00
Hajime Hoshi
7b5fb0a0d0 ui: Bug fix: The window was not shown on the secondary monitor on launching
This change changes the behavior of WindowPosition /
SetWindowPosition. The window position is now a relative position
and the origin position is the left-upper of the current monitor.

Fixes #1115
2020-03-28 19:51:47 +09:00
Hajime Hoshi
eb5f5485b3 examples/mascot: Add comments 2020-03-28 16:40:00 +09:00
Hajime Hoshi
5e4e76d75c devicescale: Fix comments 2020-03-28 16:31:38 +09:00
Hajime Hoshi
d16477617e devicescale: Bug fix: Wrong calculation to convert Y
Updates #807
Fixes #1113
2020-03-28 16:27:58 +09:00
Hajime Hoshi
e9508f8fbd examples/windowsize: Bug fix: Key I was assigned for multiple purposes 2020-03-28 15:29:02 +09:00
Hajime Hoshi
844dbc4a9b examples/windowsize: Better instruction message 2020-03-28 15:27:31 +09:00
Hajime Hoshi
bc3d1393a6 mobile/ebitenmobileview: Implement gamepads' SDLID on Android
Fixes #1083
2020-03-25 02:28:30 +09:00
Hajime Hoshi
4ec49dd4cf mobile/ebitenmobileview: Implement Android gamepad axes
Updates #1083
2020-03-25 01:15:43 +09:00
Hajime Hoshi
237498e51f
ui: Add an optional function Draw function to Game interface (#1107)
This change adds an optional function Draw to the Game interface.
With Draw function, the game logic and rendering are separate.
There are some benefits:

  * The API is clearer and easier to understand.
  * When TPS < FPS, smoother rendering can be performed without
    changing the game logic depending on TPS.
  * Porting to XNA, which has separate functions Update and Draw,
    would be a little easier.

Draw is optional due to backward compatibility. Game interface was
already used before v1.11.x in mobile packages, and adding a
function would break existing code unfortunately. Then, we adopted
switching the behavior based on whether Draw is implemented or not
by type assertions.

IsDrawingSkipped will always return false when Draw is implemented.

Fixes #1104
2020-03-24 12:01:37 +09:00
Hajime Hoshi
c5a7d5d6a9 Fix .travis.yml for external repositories 2020-03-23 12:34:06 +09:00
Hajime Hoshi
e7eab6a8f3 Add Steven Xie to AUTHORS 2020-03-23 11:10:53 +09:00
Steven Xie
c9a28219e8
cmd/ebitenmobile: Add newline to usage output (#1109) 2020-03-23 11:10:09 +09:00
Hajime Hoshi
4d2a0287b5 Bug fix: some generators did not work due to a lacked package
Updates #926
2020-03-23 01:36:21 +09:00
Hajime Hoshi
8fcee54849 mobile/ebitenmobileview: Implement Android gamepad buttons
This is still work in progress.

Updates #1083
2020-03-23 01:30:17 +09:00
Hajime Hoshi
37a8ae06c5 example/mascot: Use vx16 instead of dir 2020-03-22 17:31:46 +09:00
Hajime Hoshi
77b7e961ff example/mascot: Remove unused variable 'state' 2020-03-22 16:48:55 +09:00
Hajime Hoshi
4eedeb6ab7 example: Add mascot
This change also revert ScreenSizeInFullscree from the deprecated
state.

Fixes #1108
2020-03-22 16:30:48 +09:00
Hajime Hoshi
63caca720b ui: Bug fix: Compile error on Windows 2020-03-21 22:16:23 +09:00
Hajime Hoshi
f317f3b5fd ui: Add fuctions to maximize or minimize the window
This change adds these functions:

  * MaximizeWindow
  * IsWindowMaximized
  * MinimizeWIndow
  * IsWindowMinimized
  * RestoreWindow

Fixes #994
2020-03-21 22:13:58 +09:00
Hajime Hoshi
60c6626235 event: Remove the directory 2020-03-21 03:34:08 +09:00
Hajime Hoshi
978ee26898 ui: Add function aliases *OnUnfocused for *InBackground
Now a window can be floating with SetWindowFloating, the functions
that have suffix 'IsBackground' seems misleading. However, we
cannot rename them due to backward compatibility. Then, let's add
aliases and revisit them when updating the major version of Ebiten.

Fixes #1102
2020-03-21 00:42:00 +09:00
Hajime Hoshi
56358fd0c4 ui: Rename IsForeground -> IsFocused
Updates #1102
2020-03-21 00:12:47 +09:00