Hajime Hoshi
8967384dac
internal/graphicsdriver: Bug fix: getting a WebGL2 context might fail even though WebGL2RenderingContext exists
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Closes #1738
2021-08-01 22:00:47 +09:00
Hajime Hoshi
4e6a5a9fa2
internal/atlas: Bug fix: Wrong screenshot size
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Updates #1736
2021-07-29 16:33:54 +09:00
Hajime Hoshi
18903db1c6
internal/atlas: Bug fix: Unexpected padding in screenshots
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Closes #1736
2021-07-29 16:09:29 +09:00
Hajime Hoshi
6c54fac018
Add Johnny to AUTHORS
2021-07-29 02:35:20 +09:00
Johnny
52df607413
ebitenutil: added NewImageFromReader(io.Reader) ( #1735 )
2021-07-29 02:34:35 +09:00
Hajime Hoshi
e5254482fe
Add tests for the Steam Runtime
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Closes #1733
2021-07-28 23:37:27 +09:00
Hajime Hoshi
c06e8a5501
ebiten: Fix tests for a very restricted environment (Steam Runtime)
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Updates #1733
2021-07-28 22:04:13 +09:00
Hajime Hoshi
37231a33e4
Update AUTHORS
2021-07-28 03:21:40 +09:00
nanoslayer
e52a933506
text: Fix nil pointer dereference in drawGlyph ( #1732 )
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drawGlyph can panic when provided with a nil *ebiten.DrawImageOptions
reference. Check that the pointer is not nil before dereferencing.
2021-07-28 03:20:35 +09:00
Hajime Hoshi
6efe7cbb8b
text: Fix comments
2021-07-27 17:38:34 +09:00
Hajime Hoshi
656d9dccc0
text: Add DrawWithOptions
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Closes #1461
2021-07-27 17:36:21 +09:00
Hajime Hoshi
59aa41a3c2
internal/affine: Improve ColorM Scale's performance
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The benchmark result comparing the previous commit and this commit is this:
```
name old time/op new time/op delta
ColorMScale-8 9.75µs ± 6% 1.30µs ±22% -86.67% (p=0.000 n=10+9)
name old alloc/op new alloc/op delta
ColorMScale-8 1.34kB ±100% 1.19kB ±19% ~ (p=0.421 n=10+8)
name old allocs/op new allocs/op delta
ColorMScale-8 3.00 ± 0% 2.00 ± 0% -33.33% (p=0.000 n=10+10)
```
Updates #1658
2021-07-27 13:45:09 +09:00
Hajime Hoshi
79e067b0f8
ebiten: Add BenchmarkColorMScale
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Updates #1658
2021-07-27 13:31:37 +09:00
Hajime Hoshi
bcb30f8595
Update go-gl/glfw for GLFW 3.3.4
2021-07-27 12:54:11 +09:00
Hajime Hoshi
e4329d0349
internal/driver: Refactoring: Reduce dependencies on affine
2021-07-27 12:19:50 +09:00
Hajime Hoshi
21aa96f9f5
internal/affine: Refactoring: Make ColorM interface
2021-07-27 12:10:22 +09:00
Hajime Hoshi
5f03f4f195
internal/affine: Add coloMImpl interface and colorMImplScale
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Closes #1658
2021-07-26 22:18:10 +09:00
Hajime Hoshi
7e5b259dd2
internal/affine: Use a pointer of an array for UnsafeElements
2021-07-26 21:19:53 +09:00
Hajime Hoshi
2c26e85183
internal/affine: Replace isInited with isIdentity
2021-07-26 21:07:51 +09:00
Hajime Hoshi
d0ae73084b
internal/affine: Separate ColorM implementation
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Updates #1658
2021-07-26 15:21:12 +09:00
Hajime Hoshi
e84506dfc3
internal/affine: Add String
2021-07-26 14:26:59 +09:00
Hajime Hoshi
18757cff16
internal/affine: Refactoring
2021-07-25 22:10:38 +09:00
Hajime Hoshi
1706d9436a
ebiten: Add FPSModeType, FPSMode, SetFPSMode, and ScheduleFrame
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This change adds these APIs:
* type FPSModeType
* func FPSMode
* func SetFPSMode
* func ScheduleFrame
and deprecates these APIs:
* func SetVsyncEnabled
* func IsVsyncEnabled
Closes #1556
2021-07-24 16:09:13 +09:00
Hajime Hoshi
cf8aa0a7b2
ebiten: Fix old and wrong comments
2021-07-24 15:47:11 +09:00
Hajime Hoshi
fee004c28d
internal/uidriver/js: Remove unnecessary event handlers
2021-07-23 11:23:01 +09:00
Hajime Hoshi
0ec5b7b857
internal/uidriver/js: Bug fix: Suppress warnings on SetFullscreen
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Closes #1727
2021-07-23 02:15:46 +09:00
Hajime Hoshi
52567c459f
ebiten: Remove unnecessary casts
2021-07-23 00:57:17 +09:00
Hajime Hoshi
2503323557
internal/driver: Add FPSMode
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Updates #1556
2021-07-23 00:47:09 +09:00
Hajime Hoshi
c28bcc26fc
internal/clock: Rename UncappedTPS -> SyncWithFPS
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Closes #1726
2021-07-22 22:46:24 +09:00
Hajime Hoshi
da2db2f54e
ebiten: Add comments about SetCursorShape / CursorShape
2021-07-22 19:17:14 +09:00
Hajime Hoshi
1c3eaba6e3
ebiten: Fix wrong comments
2021-07-22 19:15:11 +09:00
Hajime Hoshi
92bc5c1908
audio: Add (*Context).NewPlayer and (*Context).NewPlayerFromBytes
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Closes #1708
2021-07-22 16:41:04 +09:00
Hajime Hoshi
1dc8002689
examples: Reduce global variables
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Closes #1669
2021-07-22 01:38:55 +09:00
Hajime Hoshi
c2a5f4ab94
audio/internal/readerdriver: Add comments about Windows
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Updates #1710
2021-07-21 23:23:12 +09:00
Hajime Hoshi
5750c48a3b
audio/internal/oboe: Remove 'generate' build tag
2021-07-21 21:33:31 +09:00
Hajime Hoshi
e9d0c84803
audio/internal/oboe: Add //go:build
2021-07-21 21:25:30 +09:00
Hajime Hoshi
50320eeb5b
internal/glfw: Bug fix: Crash after disconnecting a gamepad on Windows (Wine)
2021-07-21 17:50:47 +09:00
Hajime Hoshi
d7bedd165a
internal/driver: Bug fix: Compile error for browsers
2021-07-21 17:20:09 +09:00
Hajime Hoshi
93a156a718
internal/uidriver/glfw: Use glfwGameGamepadState
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This change replaces the usage of gamepaddb package with glfwGetGamepadState.
Updates #1557
2021-07-21 16:09:30 +09:00
Hajime Hoshi
ee4ec5047e
internal/gamepaddb: Support general XInput devices
2021-07-21 14:38:47 +09:00
Hajime Hoshi
291a38f2e2
Remove nintendoswitch package
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Use the standard gamepad layout instead.
Closes #1720
2021-07-21 01:47:49 +09:00
Hajime Hoshi
1fce527414
internal/uidriver/js: Use the same gamepad API on go2cpp
2021-07-20 23:10:56 +09:00
Hajime Hoshi
8656786721
internal/uidriver/js: Refactoring: Detect the standard layout at update
2021-07-20 21:56:15 +09:00
Hajime Hoshi
c54418c3e4
examples/flappy: Use A/B buttons for the standard gamepad layout
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Also this change limits the available keys.
2021-07-20 20:53:19 +09:00
Hajime Hoshi
984275d0a0
examples/blocks: Skip the gamepad configuration if a standard layout is available
2021-07-20 03:48:01 +09:00
Hajime Hoshi
d32b58d050
examples/blocks/blocks: Unify the terms 'abstract' and 'virtual'
2021-07-20 03:02:37 +09:00
Hajime Hoshi
5004fdcf02
ebiten: Update comments
2021-07-20 02:53:13 +09:00
Hajime Hoshi
f192971080
ebiten: Rename HasGamepadStandardLayoutMapping -> IsStandardGamepadLayoutAvailable
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Updates #1557
2021-07-20 02:46:12 +09:00
Hajime Hoshi
51f83b1527
inpututil: Add APIs for the standard gamepad layout
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This change adds these APIs to inpututil:
* IsStandardGamepadButtonJustPressed
* IsStandardGamepadButtonJustReleased
* StandardGamepadButtonPressDuration
Closes #1557
2021-07-20 02:37:12 +09:00
Hajime Hoshi
aa694be6f6
ebiten: Add the standard gamepad layout
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This change introduces the standard gamepad layout. This changes adds
these APIs:
* func HasGamepadStandardLayoutMapping
* func IsGamepadStandardButtonPressed
* func GamepadStandardAxisValue
* type StandardGamepadButton
* type StandardGamepadAxis
The standard gamepad layout is based on the web standard. See
https://www.w3.org/TR/gamepad/#remapping .
On desktops, the SDL's gamecontrllerdb.txt is used. If the gamepad is
listed in the text file, the mapping works. GLFW's mapping featrue is
not used.
On browsers, the property of a gamepad 'mapping' is used. When the
mapping value is 'standard', the gamepad is recognized to have the
standard mapping.
On mobiles, the implementation is still WIP.
Updates #1557
2021-07-20 01:32:28 +09:00