Commit Graph

799 Commits

Author SHA1 Message Date
Hajime Hoshi
67c9d65d82 internal/ui: refactoring 2023-01-03 21:17:47 +09:00
Hajime Hoshi
0bdfeec610 internal/ui: use a separate render thread for Nintendo Switch
Updates #2512
2023-01-03 21:12:18 +09:00
Hajime Hoshi
312dce950c internal/ui: bug fix: compile failures with -tags=nintendosdk
Needed to use NativeDisplayType for eglGetDisplay.
2023-01-03 20:38:45 +09:00
Hajime Hoshi
6344273b7c internal/ui: bug fix: compile failures with -tags=nintendosdk 2023-01-03 20:29:05 +09:00
Hajime Hoshi
73985c6c96 internal/ui: bug fix: compile failures with -tags=nintendosdk 2023-01-03 20:12:36 +09:00
Hajime Hoshi
723a44a822 internal/ui: rename ebitengine_Init -> ebitengine_Initialize 2023-01-03 19:23:38 +09:00
Hajime Hoshi
0e0205b2d0 internal/ui: use -overlay to provide the implementation for Nintendo Switch
Closes #2372
2023-01-03 19:10:15 +09:00
Hajime Hoshi
da97657afb Revert "internal/ui: refactoring: remove unnecessary hack for unfocusing"
This reverts commit 3f753b7086.

Reason: this was actually necessary.

Updates #982
Updates #987
Closes #2521
2023-01-03 02:06:55 +09:00
Hajime Hoshi
70bcec189d internal/ui: refactoring 2023-01-03 01:43:55 +09:00
Hajime Hoshi
e4b15faefe internal/ui: bug fix: wrong condition 2023-01-03 01:28:51 +09:00
Hajime Hoshi
bbc82ef2db internal/ui: skip rendering onto the final framebuffer only for OpenGL
This was reverted at a049acd94e but now
I've confirmed this is not problematic only with OpenGL.

Updates #2341
Updates #2342
2023-01-03 01:24:53 +09:00
Hajime Hoshi
a049acd94e internal/ui: disable the optimization to skip rendering offscreen
This caused some issues in various environments. Until we find a good
solution, let's disable this.

Updates #2341
Updates #2342
Closes #2518
2023-01-02 23:14:03 +09:00
Hajime Hoshi
471237b701 internal/ui: bug fix: ignore ERROR_BUSY when deleting a GL context
Closes #2518
2023-01-02 15:05:16 +09:00
Hajime Hoshi
7018318546 internal/ui: bug fix: compile error on the testing CI 2023-01-01 18:01:14 +09:00
Hajime Hoshi
bba32bc06e internal/ui: refactoring 2023-01-01 17:45:20 +09:00
Hajime Hoshi
afbd1aebf1 internal/ui: use -overlay to provide the implementation for Nintendo Switch
Updates #2372
2023-01-01 01:35:05 +09:00
Hajime Hoshi
34941ca083 all: separate the rendering thread from the main thread
Updates #1704
Closes #2512
2022-12-30 22:57:34 +09:00
Hajime Hoshi
0fc21470e2 internal/ui: move some context-dependent processes to updateFrameImpl
This is a preparation to introduce an independent thread for rendering.

Updates #2512
2022-12-30 22:06:36 +09:00
Hajime Hoshi
b9fb4e9f50 internal/ui: remove an unnecessary hack for macOS
Now macOS always uses the native fullscreen even for a transparent
window, we no longer need a hack to call SwapBuffers explicitly.

Updates #1004
2022-12-30 16:25:05 +09:00
Hajime Hoshi
0a03df297b internal/ui: make it explicit to call swapBuffers only w/ OpenGL 2022-12-30 15:44:01 +09:00
Hajime Hoshi
0e137e8dd7 internal/ui: bug fix: compile error on mobiles 2022-12-30 15:44:01 +09:00
Hajime Hoshi
8902d95b2d internal/ui: remove unused function runOnAnotherThreadFromMainThread 2022-12-30 13:52:05 +09:00
Hajime Hoshi
e1992347b7 internal/graphicscommand: rename SetRenderingThread -> SetRenderThread 2022-12-30 13:51:32 +09:00
Hajime Hoshi
fa4916d063 internal/ui: refactoring 2022-12-30 13:28:00 +09:00
Hajime Hoshi
3f753b7086 internal/ui: refactoring: remove unnecessary hack for unfocusing
The sleeping for an unfocused state also happens in (*userInterfaceImpl).update().

Updates #982
Updates #987
2022-12-30 00:41:46 +09:00
Hajime Hoshi
7e7deeab22 internal/ui: bug fix: SetWindowIcon crashed in the single-thread mode
Updates #1468
Closes #2513
2022-12-30 00:01:11 +09:00
Hajime Hoshi
b597ed1e27 internal/ui: remove unnecessary swapBuffer call
This was introduced at 9e161864f6, the
background is now unclear. Things work even without this hack.

Updates #157
Updates #158
2022-12-29 21:48:37 +09:00
Hajime Hoshi
42c08698fb internal/ui: give up re-rendering on resizing the window
It seems difficult to implement this correctly as long as the rendering
thread is the same as the main thread.

Closes #2144
Updates #2512
2022-12-29 21:27:44 +09:00
Hajime Hoshi
dd853050e9 internal/ui: refactoring 2022-12-29 21:09:30 +09:00
Hajime Hoshi
4d89b5de07 internal/ui: refactoring 2022-12-29 20:47:32 +09:00
Hajime Hoshi
e5b9569142 internal/ui: bug fix: the env variable should be used only when the library is not specified
Updates #2378
2022-12-29 15:44:55 +09:00
Hajime Hoshi
5e17791e4e internal/ui: bug fix: an offscreen was broken with SetScreenClearedEveryFrame(false)
Updates #2500
Closes #2510
2022-12-29 14:57:07 +09:00
Hajime Hoshi
c638727759 internal/thread: remove Stop and use context.Context instead 2022-12-28 17:11:55 +09:00
Hajime Hoshi
01eb1a0bca internal/ui: refactoring 2022-12-28 16:44:22 +09:00
Hajime Hoshi
e9248c6f33 internal/ui: rename t -> mainThread 2022-12-28 15:59:53 +09:00
Hajime Hoshi
ece60af1b7 internal/graphicsdriver/metal: stop using presentsWithTransaction
presentsWithTransaction caused many troubles. The critical thing was
that nextDrawable sometimes took more than one second when a user
inputs with NSTextView.

Fortunately, applications work well even without presentsWithTransaction.

Updates #1029
Updates #1196
Updates #1745
Updates #1974
2022-12-27 19:00:56 +09:00
Hajime Hoshi
5e7ec81f5c internal/ui: rename functions 2022-12-27 12:54:01 +09:00
Hajime Hoshi
41a68bf17b internal/ui: remove unused functions 2022-12-26 22:43:20 +09:00
Hajime Hoshi
dd7e125d9c ebiten: add KeyName for desktops and browsers
Updates #1904
2022-12-25 03:37:29 +09:00
Hajime Hoshi
e6346c01d2 internal/ui: stop panicking at Key.String 2022-12-25 00:33:08 +09:00
Hajime Hoshi
d3655940bd internal/ui: bug fix: input states must be updated before the hook
Closes #2502
2022-12-21 11:46:58 +09:00
Hajime Hoshi
a5b6f39ed7 internal/ui: bug fix: reset the input state immediately after reading
Before this change, the input state was reset at the end of a tick.
This means that wheel deltas or input chars in a tick might be reset
unexpectedly.

This change fixes the issue by reseting the input state immediately
when reading, so that wheel events and input-char events are preserved.

Updates #2496
Updates #2501
2022-12-21 00:27:28 +09:00
Hajime Hoshi
38f802cb40 internal/ui: simplify the logic of skipping rendering 2022-12-20 11:34:47 +09:00
Hajime Hoshi
59295cc85f internal/ui: bug fix: input state should be reset for each tick, not frame
Before this change, input states were reset for each frame. When FPS
is bigger than TPS, the input state was reset more often than expected
and then some inputs were missing.

This change fixes the issue by resetting input states not for each frame
but for each tick.

This change also updates some comments of the input API.

Updates #2496
Closes #2501
2022-12-20 10:07:19 +09:00
Hajime Hoshi
3eb2b480be internal/ui: bug fix: adjust the max skip count for fullscreening
Closes #2500
2022-12-20 02:46:45 +09:00
Hajime Hoshi
d1b9a0a9a1 internal/ui: freeze the input state for each frame
After this change, the input APIs will return more consistent results
for one frame.

Closes #2496
2022-12-18 23:54:43 +09:00
Hajime Hoshi
3152d88477 internal/ui: remove old Edge browser support
Closes #1059
2022-12-16 22:56:36 +09:00
Hajime Hoshi
9ad7a55db2 internal/ui: remove unused functions 2022-12-16 15:17:59 +09:00
Hajime Hoshi
61a009e508 internal/ui: bug fix: FPS drop on fullscreen on macOS 13
Updates #1745
Closes #2495
2022-12-16 02:59:06 +09:00
Hajime Hoshi
72dc730b42 internal/ui: bug fix: care the case when CoInitializeEx returns S_FALSE 2022-12-13 13:01:32 +09:00