Hajime Hoshi
3259ef3daf
internal/ui: fix comments
2022-08-26 22:55:22 +09:00
Hajime Hoshi
7c55065490
internal/ui: simplify the screen shader
2022-08-26 22:49:17 +09:00
Hajime Hoshi
5bb70f485e
internal/graphics: remove FilterScreen and use an original Kage program instead
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Updates #2046
2022-08-26 17:41:29 +09:00
Hajime Hoshi
3b50e57f19
internal/ui: move convertUniforms to ui.Shader
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This is a preparation to use a Kage program as the screen filter.
Update #2046
2022-08-26 17:41:26 +09:00
Hajime Hoshi
833473316f
internal/ui: forbide RestoreWindow when the window size limits are specified
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Closes #2259
2022-08-20 22:36:37 +09:00
Hajime Hoshi
31141d5112
internal/ui: forbid maximizing window when a window size is limited
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Closes #2258
2022-08-20 22:24:13 +09:00
Hajime Hoshi
e150745598
internal/ui: bug fix: do not register a framebuffer-size callback on macOS
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When a decorating state is switched, a framebuffer-size callback was
invoked but with wrong parameters on macOS.
This callback was originally implemented for i3 window manager, and
was not needed for macOS. Then, let's not use this on macOS. Probably
we can also skip this registering on Windows.
Updates #1960
Closes #2257
2022-08-20 19:10:42 +09:00
Hajime Hoshi
5b182efe7e
internal/ui: forbide SetWindowSize
when the window is maximized
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On Windows, changing the size of a maximized window results in
unexpected states. Let's forbid this.
On macOS, a maximized window is just a regular window so it is
OK to allow resizing by `SetWindowSize`.
On Linux or other Unix, the behavior depends on window systems
and it is hard to expect what would happen, so forbid this just in
case.
Closes #1986
2022-08-15 16:29:20 +09:00
Hajime Hoshi
bc8e2fe6ac
internal/glfw: bug fix: the window should be focused when closing is handled
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Closes #2165
2022-08-12 22:34:19 +09:00
Hajime Hoshi
8081d0636a
internal/cbackend: rename to nintendosdk
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Updates #2242
2022-08-12 17:19:37 +09:00
Hajime Hoshi
e7c0a121c4
all: remove the build tag 'ebitencbackend'
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This also automatically enables 'egl' when 'nintendosdk' is specified.
Updates #2242
2022-08-12 13:15:39 +09:00
Hajime Hoshi
dac6548c0c
all: rename ebitenginecbackend to nintendosdk
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Updates #2242
2022-08-12 02:05:29 +09:00
Hajime Hoshi
85aabf734b
internal/ui: remove panic at (*glfwWindow).Maximize
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Just doing nothing is more consistent with other functions.
Updates #1990
2022-08-10 22:18:55 +09:00
Hajime Hoshi
4104abdf77
internal/ui: refactoring
2022-08-10 21:34:39 +09:00
Hajime Hoshi
b5196a5a7c
internal/ui: bug fix: glfwWindow.IsMaximized should not return true on fullscreen
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Closes #2239
2022-08-10 21:17:13 +09:00
Hajime Hoshi
7a936f7052
internal/ui: enable SetWindowSize even with fullscreen on macOS
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Closes #1590
2022-08-10 15:57:59 +09:00
Hajime Hoshi
085b64006d
internal/ui: refactoring: indentation
2022-08-10 15:47:50 +09:00
Hajime Hoshi
2ab255dd1c
internal/ui: refactoring: delay the call of outsideSize()
2022-08-10 14:53:28 +09:00
Hajime Hoshi
7eff5cbd4a
internal/ui: refactoring: separate updateSize into updateSize and outsideSize
2022-08-10 14:50:20 +09:00
Hajime Hoshi
2480871155
internal/ui: bug fix: compile error
2022-08-10 12:11:32 +09:00
Hajime Hoshi
57fc4d438b
internal/ui: refactoring: separate the Windows API part to another file
2022-08-10 11:51:35 +09:00
Hajime Hoshi
a57560105f
internal/ui: refactoring: add userInterfaceImplNative for each OS
2022-08-10 11:44:03 +09:00
Hajime Hoshi
d0fa68691c
internal/ui: enable some functions even on fullsceen
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This is thanks to a GLFW v3.3.8 change:
9950cc52df
Updates #1590
2022-08-10 09:00:33 +09:00
Hajime Hoshi
a84a738360
internal/ui: bug fix: collectionBehavior mattered for fullscreen
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Closes #2238
2022-08-10 01:06:26 +09:00
Hajime Hoshi
34aa52459e
internal/ui: rename ReplacePixels -> WritePixels
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Updates #2236
2022-08-08 03:32:26 +09:00
Hajime Hoshi
bd1b9cdb9b
internal/mipmap: rename ReplacePixels -> WritePixels
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Updates #2236
2022-08-08 03:32:21 +09:00
Hajime Hoshi
ea04e2a9de
ebiten: remove returning error from ReadPixels
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- As ReadPixels should often be used at Draw, error handling would be hard.
- Make the API consistent with ReplacePixels.
Updates #1995
2022-08-08 02:48:25 +09:00
Hajime Hoshi
81bd5b488c
ebiten: add (*Image).ReadPixels
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Closes #1995
2022-08-08 01:42:26 +09:00
Hajime Hoshi
72d5002e72
remove go2cpp support
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Closes #2126
2022-08-07 22:17:53 +09:00
Hajime Hoshi
98894d66fb
internal/ui: revert the fix for #2183
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- `CGEventSourceKeyState` cannot treat right modifier keys correctly.
- Unpaired keyup and keydown are very common (especially on browsers)
and this is not a serious issue.
Updates #2183
2022-08-06 11:19:56 +09:00
Hajime Hoshi
6d87be7169
internal/ui, internal/mipmap: refactoring: replace At with ReadPixels
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Updates #1995
2022-08-06 00:32:42 +09:00
Hajime Hoshi
7b6ce7dcba
internal/ui: bug fix: reset key states when the window is not focused on macOS
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Updates #2183
2022-08-05 20:22:50 +09:00
Hajime Hoshi
e81c46a0d7
internal/ui: bug fix: vkKey definitions were not found on iOS
2022-08-05 19:10:42 +09:00
Hajime Hoshi
50f66963b0
internal/ui: refactoring
2022-08-05 19:07:47 +09:00
Hajime Hoshi
a7135ce10b
internal/ui: fix build tags
2022-08-05 19:07:37 +09:00
Hajime Hoshi
a6004517dc
internal/ui: use a direct method to get key states instead of events on macOS
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Closes #2183
2022-08-05 19:04:01 +09:00
mattn
2bacecca24
fix typos ( #2227 )
2022-08-03 22:40:39 +09:00
Vseslav Kochenov
3ac37e250f
ebiten: add ReadDebugInfo
for getting debug info (only graphics libray so far) ( #2222 )
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Closes #2177
2022-07-31 02:56:16 +09:00
Hajime Hoshi
afed6a83c6
internal/graphics: change the naming convention: Num -> Count
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This change also renames ebiten.MaxIndicesNum -> ebiten.MaxIndicesCount.
2022-07-13 02:02:44 +09:00
Hajime Hoshi
2203c3c448
internal/ui: remove the keypress event and the charCode preperty usages
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These APIs are deprecated.
Closes #2199
2022-07-12 23:36:58 +09:00
Hajime Hoshi
55adc2113e
internal/clock: Update -> UpdateFrame
2022-07-12 13:18:49 +09:00
Hajime Hoshi
e05df6a778
internal/ui: refactoring
2022-07-12 12:47:34 +09:00
Hajime Hoshi
c5e952d196
internal/ui: refactoring: reduce members from globalState
2022-07-12 12:35:07 +09:00
Hajime Hoshi
08e54ae1a6
internal/ui: rename the TPS functions
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Updates #2071
2022-07-12 12:25:57 +09:00
Hajime Hoshi
28fd3ec9e5
add the ebitengine version build tags besides the ebiten version
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Closes #2111
Updates #2190
2022-07-09 15:38:03 +09:00
Hajime Hoshi
428b1263d9
add ebitenginecbackend build tag besides ebitencbackend
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Updates #2111
Updates #2190
2022-07-09 15:23:52 +09:00
Hajime Hoshi
204fb5935b
add new environment variables with the EBITENGINE_ suffix
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Updates #2111
Updates #2190
2022-07-09 15:00:28 +09:00
Hajime Hoshi
08ebab0558
internal/ui: better fix for initialMonitorByOS
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Updates #2179
2022-07-04 14:42:21 +09:00
Hajime Hoshi
47c65a92ae
internal/graphicsdriver/directx: bug fix: ignore DXGI_STATUS_OCCLUDED
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When a screen is locked, an Ebitengine application crashed as the
swap chain's Present returned DXGI_STATUS_OCCLUDED.
Let's ignore the error and continue to run the applications. In the
ideal world, an application should stop running during the screen lock,
so let's revisit this later.
This fix also fixes the issue that a Win32API GetCursorPos returned
an error ERROR_ACCESS_DENIED when the screen was locked.
Closes #2179
2022-07-04 12:55:36 +09:00
Hajime Hoshi
f1037d8bff
internal/ui: handle gamepad errors
2022-06-24 20:20:49 +09:00