Hajime Hoshi
5701206229
internal/graphicsdriver/gl: use PureGo for Linux and UNIX
...
Updates #2284
2024-04-07 02:08:40 +09:00
Hajime Hoshi
d6f7b50387
internal/ui: bug fix: setting a size failed for an invisible window
...
Updates #2725
Closes #2951
2024-04-06 22:26:01 +09:00
Hajime Hoshi
caecd81f4e
Revert "internal/graphicsdriver/directx: add 'tearing' for EBITENGINE_DIRECTX"
...
This reverts commit b6252a41f2
.
Reason: We need more investigation about tearing and vsync=off
Updates #2858
2024-03-30 20:08:06 +09:00
Hajime Hoshi
24238e16af
internal/gamepaddb: refactoring
...
Updates #2936
2024-03-29 13:25:30 +09:00
Kenny
941c97eba2
internal/gamepaddb: generate respective controller dbs for each platform ( #2943 )
...
Replace singular embedded controller database file with separate generated
files for each supported platform. The controller database file is some
~500KB, so this change should reduce the overall binary size per
platform.
Closes #2936
2024-03-29 13:17:16 +09:00
Hajime Hoshi
fd2c79398e
Revert "internal/atlas: refactoring: ensure ReadPixels to be processed in a frame"
...
This reverts commit 55702a7c28
.
Reason: This didn't work with the single-thread mode.
Updates #1704
Closes #2939
2024-03-26 13:10:00 +09:00
Hajime Hoshi
459ad709a6
internal/gamepaddb: omit the database for consoles
...
Updates #2936
2024-03-25 03:08:19 +09:00
Hajime Hoshi
04c4676b7c
internal/png: update with Go 1.22
2024-03-24 20:36:31 +09:00
Hajime Hoshi
6552ae1dbe
internal/gamepaddb: do not include the database for browsers
...
This reduces Wasm binary size by 525kb.
2024-03-24 20:16:11 +09:00
Hajime Hoshi
dc8baf96f9
internal/gamepaddb: update the database
2024-03-24 19:18:49 +09:00
Hajime Hoshi
d04d6271d0
internal/ui: bug fix: reset some input states on blur events on browsers
...
Closes #2874
2024-03-24 16:03:17 +09:00
Hajime Hoshi
f4029aaa77
ebiten: add (*Monitor).Size() to replace ScreenSizeInFullscreen()
...
Also, this change fixes redundant checks the case when a monitor
does not exist. Now Ebitengine checks a monitor existence at the
initialization.
Closes #2145
Closes #2795
2024-03-23 23:32:43 +09:00
Hajime Hoshi
b6252a41f2
internal/graphicsdriver/directx: add 'tearing' for EBITENGINE_DIRECTX
...
Now tearing happens only when 'tearing' is specified and vsync is off.
Closes #2858
2024-03-23 17:53:13 +09:00
Hajime Hoshi
ea6fce45ff
internal/shader: bug fix: crash on assignment mismatches
2024-03-23 15:30:49 +09:00
Hajime Hoshi
66667fe877
internal/shader: bug fix: test failures
...
Updates #2934
2024-03-23 15:15:33 +09:00
Hajime Hoshi
7842942b24
internal/shader: bug fix: need to covert constant type correctly for assignments
...
Closes #2934
2024-03-23 15:08:34 +09:00
Hajime Hoshi
e7bb66bb2f
internal/shader: bug fix: ++/-- statements didn't work for vec2 on browsers
...
Closes #2933
2024-03-22 23:15:33 +09:00
Mykhailo Lohachov
1586c6764a
internal/shaderir: Kage update support for shift operators ( #2916 )
...
Closes #2755
2024-03-22 18:14:03 +09:00
Hajime Hoshi
b7dd45c0e4
internal/gamepad: ignore the very first MotionEvent with 0 value for Android
...
On Android, MotionEvent with 0 values might come for axes when connecting
a gamepad, even though a user didn't touch any axes. This is problematic
especially for tirgger axes, where the default value should be -1.
This change fixes the issue by adding a new state `axesReady` to check
if an axis is really touched or not. If an axis is not touched yet,
a button value for a standard (trigger) button always returns 0.
This change also removes an old hack to initialize axis values for
triggers.
Closes #2598
2024-03-21 22:28:48 +09:00
Hajime Hoshi
9faa3f4601
internal/gamepaddb: refactoring
2024-03-16 17:57:52 +09:00
Hajime Hoshi
696938987d
internal/gamepad: use locks for consistency
...
Perhaps Gamepad's m might not be needed, but let's use the lock for
consistency for the current situation.
2024-03-16 16:31:49 +09:00
Hajime Hoshi
209dc50f72
internal/gamepaddb: refactoring
2024-03-16 15:37:42 +09:00
Hajime Hoshi
047858aa59
internal/gamepaddb: rename functions
2024-03-16 15:16:29 +09:00
Hajime Hoshi
bb6430d3ba
internal/shader: bug fix: unexpected crash for out of range
...
Closes #2926
2024-03-13 11:37:00 +09:00
Hajime Hoshi
7389f9ddb2
ebiten: add KeyIntlBackslash
...
Updates #2921
2024-03-12 12:49:02 +09:00
Hajime Hoshi
63e97c7064
internal/shader: bug fix: needed to resolve const and non-const types
...
Closes #2922
2024-03-10 19:49:19 +09:00
Hajime Hoshi
c9a973c6c1
internal/ui: bug fix: needed to focus the window at launch
...
Updates #2725
Closes #2924
2024-03-10 12:44:28 +09:00
Hajime Hoshi
9a7dcb1077
internal/shader: bug fix: failed to return an array in HLSL
...
Closes #2923
2024-03-10 11:59:50 +09:00
Hajime Hoshi
927e025982
internal/shader: bug fix: wrong type conversion for min, max, and clamp
...
Closes #2922
2024-03-10 11:30:06 +09:00
Hajime Hoshi
c0d9954b3e
exp/textinput: use native pixels for a candidate window position
2024-03-03 23:35:34 +09:00
Hajime Hoshi
3e4c47eb70
internal/ui: refactoring
2024-03-03 23:27:02 +09:00
Hajime Hoshi
cc3db584f2
internal/shader: allow integer types for clamp
...
Closes #2788
2024-02-25 21:21:27 +09:00
Hajime Hoshi
4b9508c523
internal/shader: bug fix: wrong type checks on min/max
...
Updates #2788
2024-02-25 21:17:54 +09:00
Hajime Hoshi
e8cdf885c0
internal/shader: allow integer types for min and max
...
Updates #2788
2024-02-25 20:18:19 +09:00
Hajime Hoshi
face5fd870
internal/shader: allow integer types for abs and sign
...
Updates #2788
2024-02-25 18:16:44 +09:00
Mykhailo Lohachov
012fe52b6f
internal/atlas: use bit manipulation for function power of 2 -like functions ( #2915 )
...
Closes #2914
2024-02-25 02:06:52 +09:00
Hajime Hoshi
64cb6cf8a9
internal/atlas: reduce test flakiness
2024-02-24 23:03:12 +09:00
Hajime Hoshi
732eedf2e0
all: use github.com/ebitengine/gomobile instead of golang.org/x/mobile
...
Closes #2748
Closes #2899
2024-02-24 22:07:27 +09:00
Hajime Hoshi
40f3cbe1e3
internal/ui: bug fix: DeviceScaleFactor should be initialized asap on Android
...
Closes #2913
2024-02-24 19:48:20 +09:00
Hajime Hoshi
df68cbfc5b
internal/gamepaddb: update the database
2024-02-21 20:36:46 +09:00
TotallyGamerJet
e6a17e58c9
internal/glfw: rewrite cocoa_time_darwin.c and posix_thread_unix.c into Go-ish ( #2912 )
...
Updates #1162
2024-02-20 22:37:13 +09:00
Hajime Hoshi
24256af624
internal/atlas: bug fix: test flakiness due to GC
2024-02-15 03:00:49 +09:00
Hajime Hoshi
820c996329
internal/shader: bug fix: wrong lhs in an assignment
...
Closes #2910
2024-02-15 02:29:21 +09:00
Hajime Hoshi
6d898d752e
ebiten: add (*Monitor).DeviceScaleFactor()
...
This replaces ebiten.DeviceScaleFactor().
Updates #2795
2024-02-12 17:09:03 +09:00
Hajime Hoshi
67d947d37a
internal/ui: remove Bounds
2024-02-12 15:24:00 +09:00
Hajime Hoshi
fca8ebb9af
internal/shader: bug fix: non-name on the left side of :=
...
Closes #2891
2024-02-11 21:21:16 +09:00
Hajime Hoshi
75103f39dd
internal/shader: bug fix: error on a function name in a function call
...
Updates #2891
2024-02-11 21:09:49 +09:00
Hajime Hoshi
60725eba86
ebiten: add RunGameOptions.X11ClassName and X11InstanceName
...
Closes #2904
2024-02-11 19:31:29 +09:00
Hajime Hoshi
0adc1ad681
internal/ui: make virtual keyboard keys work at least on Android
...
Updates #2898
2024-02-03 21:11:54 +09:00
Hajime Hoshi
7dd22fdc61
internal/ui: refactoring: rename uiKeyToJSKey to uiKeyToJSCode
2024-02-03 15:13:12 +09:00