Commit Graph

493 Commits

Author SHA1 Message Date
Hajime Hoshi
4d268f5ce4 internal/ui: bug fix: a window was shown unexpectedly at start-up
Closes #2951
2024-04-07 02:56:07 +09:00
Hajime Hoshi
3136de4958 internal/ui: bug fix: setting a size failed for an invisible window
Updates #2725
Closes #2951
2024-04-06 22:28:56 +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
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
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
6d898d752e ebiten: add (*Monitor).DeviceScaleFactor()
This replaces ebiten.DeviceScaleFactor().

Updates #2795
2024-02-12 17:09:03 +09:00
Hajime Hoshi
60725eba86 ebiten: add RunGameOptions.X11ClassName and X11InstanceName
Closes #2904
2024-02-11 19:31:29 +09:00
theinternetftw
5774cf808f
internal/ui: show window after first draw on glfw (#2875)
Fixes #2725 by avoiding the flash in the first place. Showing the
window this way was already default on macOS; This makes it default
for all glfw platforms.

Closes #2725
2023-12-29 14:16:54 +09:00
Hajime Hoshi
338b8957e8 internal/graphicscommand: add Terminate
This change reduces a render thread usage in internal/ui.

Updates #2714
2023-12-27 02:28:55 +09:00
Hajime Hoshi
4895ae7f93 internal/graphicsdriver/opengl: refactoring: move some functions from internal/ui
Updates #2714
2023-12-23 22:30:13 +09:00
Hajime Hoshi
b73d63da29 internal/glfw: change the default client API to No-API 2023-12-21 04:05:13 +09:00
Hajime Hoshi
4ef7b5c166 internal/graphicsdriver/opengl: refactoring: hide SetGLFWClientAPI
Updates #2714
2023-12-20 02:47:19 +09:00
Hajime Hoshi
f6f0cf05e6 internal/ui: refactoring: move updateVsyncOnRenderThread to the OpenGL driver
Updates #2714
2023-12-20 02:38:20 +09:00
Hajime Hoshi
d7ebc19d04 internal/ui: refactoring: reduce usages of renderThread
Updates #2714
2023-12-17 16:21:07 +09:00
Hajime Hoshi
acd317bf91 internal/ui: bug fix: wrong for-loop condition
Closes #2847
2023-11-18 20:01:24 +09:00
Hajime Hoshi
3df2ffebd1 internal/ui: refactoring: integrate Run except for mobiles 2023-11-05 00:49:53 +09:00
Hajime Hoshi
2db10b1e9c ebiten: add RunGameOptions.SingleThread and deprecate ebitenginesinglethread build tag
Closes #2830
2023-11-05 00:01:44 +09:00
Hajime Hoshi
accb777f51 internal/ui: refactoring: remove unused functions 2023-10-29 19:16:11 +09:00
Hajime Hoshi
ae1ea3ba05 internal/ui: bug fix: compile failure 2023-10-29 19:14:24 +09:00
Hajime Hoshi
5fe8c29b4c internal/ui: refactoring: integrate (*UserInterface).run 2023-10-29 18:57:10 +09:00
Hajime Hoshi
ea842495cf internal/ui: refactoring 2023-10-29 18:29:41 +09:00
Hajime Hoshi
6339872da8 internal/graphicscommand: disable asynchronous rendering when vsync is on
Asynchronouse rendering was introduced at #2664, but apparently this
caused a delay between a game's update and its rendering.

Disable this when vsync is on. When vsync is off, we should not have
to care the delay since new renderings keep to come. Rather,
asynchronous renderings improves FPS.

Updates #2664
Updates #2822
2023-10-28 14:59:25 +09:00
Hajime Hoshi
98f2798b07 internal/ui: call a graphics driver's SetFPSMode only when necessary
It was odd to call this in the swapBufferForGL function.
2023-10-28 14:50:40 +09:00
Hajime Hoshi
457f6bb964 Revert "internal/ui: bug fix: panic at ReadPixels before running"
This reverts commit 2f6df3d4d6.

Reason: regression by calling (*ebiten.Image).At from a different goroutine

Updates #2820
2023-10-27 14:29:41 +09:00
Hajime Hoshi
2f6df3d4d6 internal/ui: bug fix: panic at ReadPixels before running
Closes #2820
2023-10-27 12:18:34 +09:00
Hajime Hoshi
630789757f all: add files for PlayStation 5
The implementation is WIP.

Updates #2799
2023-10-16 00:54:08 +09:00
Hajime Hoshi
8274b32301 internal/graphicslibrary: refactoring: remove IsGL and IsDirectX 2023-10-15 17:30:16 +09:00
Hajime Hoshi
83a4133577 internal/ui: refactoring: remove globalState 2023-10-15 16:51:16 +09:00
Hajime Hoshi
a16a03c9db internal/ui: refactoring 2023-10-15 16:38:05 +09:00
Hajime Hoshi
a89aaa0756 internal/ui: refactoring: remove fpsMode from globalState 2023-10-15 16:19:41 +09:00
Hajime Hoshi
27fd10595b internal/ui: refactoring: reduce global functions and prefer Get() 2023-10-15 03:40:48 +09:00
Hajime Hoshi
69f1fa5f29 internal/ui: unify the receivers for UI 2023-10-15 02:51:23 +09:00
Hajime Hoshi
2a8d8d71fc internal/ui: merge init functions
The Go specification doesn't determine the order of init functions.
In order to reduce unexpected behavior, merge some init functions.
2023-10-15 00:17:09 +09:00
Hajime Hoshi
cede5027d3 internal/glfw: merge internal/cglfw into internal/glfw
Closes #2703
2023-10-07 23:59:55 +09:00
Hajime Hoshi
82bceba847 internal/cglfw: let functions return errors in native_darwin.go and glfw_unix.go
Updates #2703
2023-10-07 18:37:06 +09:00
Hajime Hoshi
82f2319020 internal/hook: rename hooks -> hook 2023-10-06 13:58:00 +09:00
Hajime Hoshi
e7ad5c52fe internal/glfw: merge internal/goglfw into internal/glfw
This also changes APIs in internal/glfw to return errors.

Updates #2703
2023-10-05 03:09:51 +09:00
Hajime Hoshi
aa55953c11 internal/ui: replace (*userInterface).err with (*globalState).err 2023-10-05 00:45:04 +09:00
Hajime Hoshi
84030a3f77 internal/ui: refactoring: remove unused functions 2023-10-04 02:54:55 +09:00
Hajime Hoshi
8c7eb70635 internal/ui: bug fix: wrong monitor was detected on fullscreen
Updates #2225
Updates #2794
2023-09-30 13:41:12 +09:00
Hajime Hoshi
22118ba962 internal/ui: add a comment
Updates #2796
2023-09-30 02:55:04 +09:00
Hajime Hoshi
dce18d7c23 internal/ui: bug fix: SetWindowIcon(nil) didn't reset the window icon
Closes #2796
2023-09-30 02:46:40 +09:00
Hajime Hoshi
13dfb28a98 internal/ui: copy a slice at SetIconImages
This changes makes ebiten.SetIconImages a little safer.
2023-09-30 01:46:01 +09:00
Hajime Hoshi
7204ca86e3 internal/ui: refactoring: remove an unused member 2023-09-30 01:39:34 +09:00
Hajime Hoshi
aab22f4c1e internal/ui: bug fix: use correct regions at (*monitors).monitorFromPosition
Updates #2781
2023-09-30 00:30:06 +09:00
Hajime Hoshi
0bcee31a6f internal/ui: bug fix: wrong monitor initialization on macOS
This change fixes these issues:

* `currentMouseLocation()` returned a position in the macOS native
coordinate. This means the Y axis is upward, while the Y axis is
downward in the GLFW coordinate. This change adjusts the Y position.
* `(*monitors).monitorFromGLFWMonitor` always returned nil at least
on macOS. This change replaces this with a new method
`(*monitors).primaryMonitor`.

Updates #807
Closes #2794
2023-09-29 12:36:28 +09:00
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