Commit Graph

981 Commits

Author SHA1 Message Date
Hajime Hoshi
d736a8cff7 internal/ui: bug fix: GetVideoMode must not be called from othere threads
Now setInitMonitor can be called from any other threads than the main
thread. Do not call this.

This change fixes the issue by using *Monitor instead of *glfw.Monitor.
2023-09-23 17:30:18 +09:00
Hajime Hoshi
e0cd031aea internal/ui: bug fix: replace initWindowMonitor usages with initMonitor
There were two similar member variables internalWindowMonitor and
initMonitor, and when SetMonitor is called, probably there were
some inconsitency between them.

This change fixes the issue by not using initWindowMonitor.

Closes #2779
2023-09-23 17:17:38 +09:00
Hajime Hoshi
14f2ee198e ebiten: add SetWindowMousePassthrough and IsWindowMousePassthrough
Closes #2511
2023-09-18 18:31:22 +09:00
Hajime Hoshi
8a0aba45f5 internal/ui: update touches after the layout is determined on mobiles
Closes #2763
2023-09-17 21:56:26 +09:00
Hajime Hoshi
02fd8cfb07 internal/ui: bug fix: preserve a captured cursor positions for toggling fullscreening for browsers
Closes #2475
2023-09-17 18:38:00 +09:00
Hajime Hoshi
a5aa721bda internal/ui: update mouse and touch cursors after the layout is determined on browsers
Updates #2763
2023-09-17 16:30:47 +09:00
Hajime Hoshi
6ab509f221 internal/ui: reland: bug fix: preserve cursor positions for toggling fullscreening for desktops
Updates #2475
2023-09-17 15:54:39 +09:00
Hajime Hoshi
9d73e45677 Revert "internal/ui: bug fix: preserve cursor positions for toggling fullscreening for desktops"
This reverts commit 7ed4db90be.

Reason: compile error on Windows
2023-09-17 15:43:38 +09:00
Hajime Hoshi
7ed4db90be internal/ui: bug fix: preserve cursor positions for toggling fullscreening for desktops
Updates #2475
2023-09-17 15:26:08 +09:00
Hajime Hoshi
7becaa19e6 internal/ui: bug fix: native APIs must be called from the main thread
Updates #2763
2023-09-17 15:14:57 +09:00
Hajime Hoshi
0475baf9e2 internal/ui: update comments
Updates #2763
2023-09-17 14:59:43 +09:00
Hajime Hoshi
8c25b07336 internal/ui: call updateInputState after layoutGame
The cursor position is affected by the current layout. Then, input
states should be updated after layoutGame is called.

Updates #2763
2023-09-17 14:58:32 +09:00
Hajime Hoshi
a62b8a00e7 internal/ui: use float64 for cursor positions internally 2023-09-17 03:43:18 +09:00
Hajime Hoshi
45acc2c5d8 internal/ui: reland: bug fix: disable window size limitation on fullscreen
Closes #2260
2023-09-16 16:49:49 +09:00
Hajime Hoshi
40fc96d78c internal/ui: forbid a green button when a max window size limit is specified
Updates #2260
2023-09-16 16:40:03 +09:00
Hajime Hoshi
128215eedd Revert "internal/ui: bug fix: disable window size limitation on fullscreen"
This reverts commit 9a5ef1b553.

Reason: we should disable the green button instead

Updates #2260
2023-09-16 03:23:34 +09:00
Hajime Hoshi
657e4c2541 internal/ui: update a comment
Closes #2240
2023-09-16 03:12:37 +09:00
Hajime Hoshi
619436a47b internal/ui: refactoring: add monitor_glfw.go 2023-09-16 00:16:00 +09:00
Hajime Hoshi
dd2768d5f3 internal/ui: bug fix: introduce locks for monitors
Updates #1853
2023-09-15 03:59:13 +09:00
Hajime Hoshi
32bd565df9 internal/ui: bug fix: setWindowMonitor was processed even when the same monitor was specified
Updates #1835
2023-09-15 03:30:15 +09:00
Hajime Hoshi
b710ff17c8 internal/ui: bug fix: wait for a while after exiting fullscreen on macOS
Closes #2758
2023-09-15 03:19:37 +09:00
Hajime Hoshi
90accfba1e internal/ui: bug fix: do not call PollEvents on Windows and Linux
Updates #2296
2023-09-15 03:11:58 +09:00
Hajime Hoshi
568e98ef1c internal/ui: bug fix: call setOrigWindowPos on entering fullscreen
Closes #2757
2023-09-15 02:53:38 +09:00
Hajime Hoshi
f7a801d591 internal/ui: refactoring 2023-09-15 02:45:31 +09:00
Hajime Hoshi
9a5ef1b553 internal/ui: bug fix: disable window size limitation on fullscreen
Closes #2260
2023-09-15 02:19:20 +09:00
Hajime Hoshi
41c7852c7d internal/ui: sort selectors in alphabetical order 2023-09-11 02:15:42 +09:00
TotallyGamerJet
5dc293fe4f
internal/ui: use new OBJC API (#2750)
Updates #1162
2023-09-11 02:05:42 +09:00
Hajime Hoshi
f30a58a393 internal/ui: bug fix: disable global functions after the game termination
Closes #2743
2023-09-02 15:38:41 +09:00
Hajime Hoshi
6e968558b1 internal/ui: bug fix: setRunning(true) must be called after the main thread is set
Some functions like ebiten.SetCursorMode use `running` to detect
whether the game starts or not. If the game starts, the main thread
must exist, but there was a timing when `running` was true but the
main thread didn't exist.

This change fixes this issue by changing the timing to call
`setRunning(true)` after the main thread initialization and before
`initOnMainThread`. `initOnMainThread` assumes that `running` is
true.

Closes #2742
2023-09-02 04:24:51 +09:00
Ketchetwahmeegwun T. Southall
60b7de6a3c
ebiten: add APIs to treat monitors (#2597)
This change adds these APIs:

* `type MonitorType`
* `func (*MonitorType) Bounds() image.Rectangle`
* `func (*MonitorType) Name() string`
* `func Monitor() *MonitorType`
* `func SetMonitor(*MonitorType)`
* `func AppendMonitors([]*MonitorType) []*MonitorType`

Closes #1835
2023-08-30 21:02:04 +09:00
Hajime Hoshi
534370f7b1 internal/graphics: enable to specify regions for each source image
This is a preparation to specify different sizes of source images.

Updates #1870
2023-08-27 21:15:01 +09:00
Hajime Hoshi
a9b2f5f9ca Revert "ebiten: panic if a non-existent uniform variable name is given"
This reverts commit 1b8580fab7.

Reason: some existing applications don't work with this fix.

Updates #2710
2023-08-24 14:15:19 +09:00
Hajime Hoshi
f81dbd9288 internal/graphicsdriver: flush commands asynchronously whenever possible
Closes #2664
2023-07-30 22:44:13 +09:00
Hajime Hoshi
5a64f8299e internal/thread: refactoring: add a common interface Thread 2023-07-30 22:42:24 +09:00
Hajime Hoshi
d13bea29dc internal/ui: refactoring 2023-07-30 03:52:54 +09:00
Hajime Hoshi
3869e2e4f6 internal/ui: refactoring: integrate the render thread usages into internal/graphicscommand
Updates #2664
2023-07-30 03:50:49 +09:00
Hajime Hoshi
1b8580fab7 ebiten: panic if a non-existent uniform variable name is given
Closes #2710
2023-07-29 20:24:42 +09:00
Hajime Hoshi
0b1c7404d5 ebiten: use zero values for an unspecified uniform variable
Closes #2709
2023-07-29 19:11:49 +09:00
Hajime Hoshi
d0e4023d88 internal/ui: add a length check for uniform variables 2023-07-29 18:59:36 +09:00
Hajime Hoshi
8b4c744ca8 internal/ui: rename a file
Use `_linbsd.go` suffix for Linux and BSDs.
2023-07-23 02:29:57 +09:00
Hajime Hoshi
91e1c0ea29 ebiten: add more cursor shapes
This change adds these new cursor shapes:

* CursorShapeNESWResize
* CursorShapeNWSEResize
* CursorShapeMove
* CursorShapeNotAllowed

Closes #2476
2023-07-23 00:49:45 +09:00
Hajime Hoshi
7a7d4fd91f internal/ui: bug fix: need to delay to capture a cursor
From the spec https://w3c.github.io/pointerlock/#extensions-to-the-element-interface,
capturing a cursor might require a cooltime. This change adds a delay
to capture a cursor just after escaping from a capture.

Closes #2693
2023-07-07 01:24:02 +09:00
Hajime Hoshi
eb5c1ee818 internal/ui: bug fix: the original cursor position was not scaled correctly
Updates #2690
2023-07-05 09:24:29 +09:00
Hajime Hoshi
929539b66e add exp/textinput package
This works only for macOS and browsers so far.

Updates #1029
2023-07-05 02:09:04 +09:00
Hajime Hoshi
1d02d20879 internal/ui: fix comments 2023-07-04 23:34:00 +09:00
divVerent
b96aea70f1
internal/ui: compute antialias region size correctly. (#2681)
Closes #2679
2023-06-24 02:25:19 +09:00
Hajime Hoshi
0785502be3 internal/ui: refactoring 2023-05-09 00:35:54 +09:00
Hajime Hoshi
d2c991b774 all: refactoring: use image.Rectangle 2023-04-28 01:03:38 +09:00
Hajime Hoshi
00e45affe9 all: update OpenGL version from 2.1 to 3.2
'texelFetch' requires OpenGLSL 1.30, which requires OpenGL 3.0+.
macOS might not support OpenGL 3.0 and 3.1, so adopt 3.2.

Updates #1431
2023-04-23 14:25:36 +09:00
Hajime Hoshi
b40c5b1e99 internal/ui: catch an error at At at updateIconIfNeeded
Closes #2647
2023-04-20 00:59:14 +09:00
Hajime Hoshi
c00579509a internal/ui: bug fix: wrong mouse cursor movement calculation
Closes #2634
2023-04-10 15:25:04 +09:00
Hajime Hoshi
09d2459f1c internal/ui: a more robust fix for the unfocused-window loop
Depending on the member variable bufferOnceSwapped is a little fragile.
Detect whether the window is shown or not instead.

Updates #2620
2023-04-01 03:36:51 +09:00
Hajime Hoshi
db7c99fde8 internal/ui: bug fix: an unfocused window should not wait until buffers are swapped once
On macOS, a window is hidden until buffers are swapped once. If a game is
not runnable on unfocused, as the window is hidden and unfocused, the
waiting loop for a window never ends.

This change fixes the issue by changing the loop condition.

Closes #2620
2023-04-01 03:01:59 +09:00
Hajime Hoshi
14b34a7b0a internal/ui: typo 2023-03-31 03:21:48 +09:00
Hajime Hoshi
1999f8a024 internal/ui: use DirectX as a fallback for old Windows
Initializing OpenGL can fail [1], though this is pretty rare. For such
this case, try DirectX as a fallback.

[1] https://answers.microsoft.com/en-us/windows/forum/all/my-drivers-dont-support-opengl/a1ee0267-4dc8-4385-a185-6ed322d78329

Updates #2613
2023-03-31 03:15:52 +09:00
Hajime Hoshi
370b7599bc internal/graphicsdriver/directx: use OpenGL as the default on old Windows
On old machines, CreateSwapChain might fail without a specific reasons.
Probably this is due to an issue in drivers, and if so, there is nothing
we can do. When choosing a graphics library, prefer OpenGL on such old
machines.

Updates #2613
2023-03-31 02:21:11 +09:00
Hajime Hoshi
31273c875f internal/graphics: rename constants 2023-03-23 20:48:39 +09:00
Hajime Hoshi
c7214ef6fb internal/ui: use MaxVertexCount instead of IndicesCount
Updates #2460
2023-03-23 19:44:00 +09:00
Hajime Hoshi
1656c47abf internal/ui: bug fix: hiding a window decoration at initialization doesn't work on macOS
Closes #2600
2023-03-14 00:27:57 +09:00
Hajime Hoshi
e93bcd9e55 internal/ui: bug fix: needed to wait for swapping buffers before entering fullscreen
Closes #2599
2023-03-13 21:40:40 +09:00
Hajime Hoshi
051b0c7238 internal/ui: bug fix: a big-offscreen size could be 0
Closes #2589
2023-03-03 22:34:43 +09:00
Hajime Hoshi
ea7d007df9 internal/ui: bug fix: dstRegion should not exceed the image region
Closes #2577
2023-02-21 14:15:39 +09:00
Hajime Hoshi
d91b8cae88 internal/ui: reland: refactoring: improve anti-alias logic
* Remove the image extension. The image is always flushed when necessary.
* Use a small offscreen image whichever the blend is.

Updates #2399
2023-02-19 23:49:32 +09:00
Hajime Hoshi
3aa8448511 Revert "internal/ui: refactoring: improve anti-alias logic"
This reverts commit 41f8295611.

Reason: test failures: https://github.com/hajimehoshi/ebiten/actions/runs/4216421788/jobs/7318236488
2023-02-19 22:46:37 +09:00
Hajime Hoshi
41f8295611 internal/ui: refactoring: improve anti-alias logic
* Remove the image extension. The image is always flushed when necessary.
* Use a small offscreen image whichever the blend is.

Closes #2399
2023-02-19 22:14:23 +09:00
Hajime Hoshi
961c34efb5 internal/ui: use a small buffer image for anti-alias
Closes #2399
2023-02-19 17:35:43 +09:00
Hajime Hoshi
8479fee606 internal/ui: refactoring 2023-02-18 18:23:57 +09:00
Hajime Hoshi
56597800dd internal/ui: refactoring: add bigOffscreenImage
Updates #2399
2023-02-18 02:32:41 +09:00
Hajime Hoshi
7315044dcf internal/ui: remove a redundant call to close a window
glfw.Terminate should close the window too. This might fix the issue
so let's wait and see.

Updates #2551
2023-02-15 14:36:28 +09:00
Hajime Hoshi
8864ce1291 all: update comments 2023-02-07 12:05:43 +09:00
Pierre Curto
4de807cc44
all: fix typos (#2558)
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2023-01-28 19:06:38 +09:00
Hajime Hoshi
f009dd8dd2 ebiten: implement DroppedFiles to replace AppendDroppedFiles
Closes #2552
2023-01-25 14:27:11 +09:00
Hajime Hoshi
16e49e0499 internal/ui: fix a potential out-of-range error 2023-01-24 00:32:08 +09:00
Hajime Hoshi
84e32c2e4e internal/ui: more precise detection of directory on browsers
Updates #1868
2023-01-22 18:28:34 +09:00
Hajime Hoshi
8c25fac860 ebiten: add AppendDroppedFiles
Closes #1868
2023-01-22 17:22:25 +09:00
Hajime Hoshi
b79f0394cc internal/ui: refactoring: allow slices in InputState 2023-01-22 01:28:57 +09:00
Hajime Hoshi
d53803615a internal/ui: merge a window-closing state into an input state 2023-01-21 23:42:48 +09:00
Hajime Hoshi
08fba564f8 internal/ui: refactoring: define global sel_ objects 2023-01-09 01:41:13 +09:00
Hajime Hoshi
95f1ef0fb9 internal/ui: bug fix: recover the cursor shape when the cursor is visible
Closes #2527
2023-01-07 20:03:21 +09:00
Hajime Hoshi
86fa9366f7 internal/ui: use 'set' instead of 'push' for cursors
We don't need to use a cursor stack.
2023-01-07 19:16:41 +09:00
Hajime Hoshi
7418576c16 internal/ui: re-enable skipping to render the final screen when possible
With Metal, nextDrawable could return immediately when a command buffer
is empty. To avoid high CPU usage, this change adds a slight sleep in
this case.

With DirectX, Present waits for a while even though nothing is updated,
then that's fine.

Updates #2341
Updates #2342
Updates #2520
2023-01-03 23:09:28 +09:00
Hajime Hoshi
365740aca9 internal/ui: update comments
Updates #2521
2023-01-03 21:39:34 +09:00
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
Hajime Hoshi
8ab220df7f internal/ui: bug fix: compile error 2022-12-13 02:38:45 +09:00
Hajime Hoshi
b022f6d86a internal/ui: bug fix: error check at syscall 2022-12-13 02:26:07 +09:00
Hajime Hoshi
0bec1e65fa ebiten: add RunGameOptions.SkipTaskbar
Closes #1518
2022-12-13 02:00:44 +09:00
Hajime Hoshi
3024e07ecc ebiten: add RunGameOptions.ScreenTransparent
Closes #2378
2022-12-09 22:50:57 +09:00
Hajime Hoshi
d31b0189a2 ebiten: add RunGameOptions.InitUnfocused
Updates #2378
2022-12-09 21:27:32 +09:00
Hajime Hoshi
bb68ebfcad ebiten: add RunGameWithOptions to specify graphics library
This also adds mobile.SetGameWithOptions.

Updates #2378
2022-12-09 21:27:31 +09:00
Hajime Hoshi
015ce2b262 internal/ui: refactoring: reduce APIs 2022-12-09 00:05:22 +09:00
Hajime Hoshi
14688348a8 internal/ui: bug fix: wrong calculation of wheel scrolling
Closes #2487
2022-12-08 02:10:01 +09:00
Hajime Hoshi
89c64f83e3 ebiten: performance improvement by reducing allocations of []float32 2022-12-03 21:53:56 +09:00
Hajime Hoshi
6a72b1e10d internal/ui: refactoring 2022-12-03 21:25:28 +09:00
Hajime Hoshi
0a6813c17f internal/graphics: use flatten []float32 slice instead of [][]float32
Closes #2479
2022-12-03 20:23:58 +09:00
Hajime Hoshi
9d74784723 internal/ui: refactoring: simplify ConvertUniforms 2022-12-03 18:26:30 +09:00
Hajime Hoshi
61f1d8b69f internal/graphics: remove the common vertices backend
It was actually impossible to use the common vertices backend in a
thread-safe manner, and actually this caused race conditions.

This changes fixes the issue by giving up a central backend, and
letting images have their own vertices buffer.

Closes #2473
2022-12-03 01:02:23 +09:00
Hajime Hoshi
3386908902 ebiten: swap the definition MouseButtonMiddle and MouseButtonRight
This follows the Web standard.

Closes #2468
2022-11-27 13:51:09 +09:00
Hajime Hoshi
e98661c1d3 internal/ui: forbid fullscreen on Xbox 2022-11-25 00:59:15 +09:00
Hajime Hoshi
9e9cec249a ebiten: make some MouseButton definitions explicit
This change redefines named mouse button consts like MouseButtonLeft
to use MouseButton0, so that users can know which enums are the same
and different.

Updates #2445
2022-11-23 04:41:11 +09:00
Kacper Drobny
6e12fd13e4
ebiten: add additional MouseButtons (#2467)
Closes #2445
2022-11-23 04:28:34 +09:00
Hajime Hoshi
bba196d1ec ebiten: allow array types for uniform variables
Closes #2448
2022-11-18 14:08:31 +09:00