Hajime Hoshi
81c75e1b0a
Revert "internal/atlas: refactoring: remove ImageTypeVolatile"
...
This reverts commit def82fd5d3
.
Updates #3083
2024-09-07 16:54:20 +09:00
Hajime Hoshi
def82fd5d3
internal/atlas: refactoring: remove ImageTypeVolatile
...
ImageTypeVolatile was meaningful when Ebitengine had `restorable`
package, but now this doesn't make sense.
2024-06-30 18:50:02 +09:00
Hajime Hoshi
f34932151d
all: use atomic.Bool instead of atomic.Store/LoadUint32
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Updates #2422
2024-04-29 21:16:01 +09:00
Hajime Hoshi
bc9e9d8562
ebiten: move the builtin shader to internal/builtinshader
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Updates #2861
2024-04-20 21:23:37 +09:00
bsski
b8df1217c3
all: fix typos ( #2864 )
2023-12-17 22:42:34 +09:00
Hajime Hoshi
c01ceeaa6a
ebiten: replace (*Image).Dispose with Deallocate
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Closes #2808
2023-11-03 17:45:39 +09:00
Hajime Hoshi
83a4133577
internal/ui: refactoring: remove globalState
2023-10-15 16:51:16 +09:00
Hajime Hoshi
20ef839e03
all: rename arguments in Fragment
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Updates #2767
2023-09-21 01:35:57 +09:00
Hajime Hoshi
9ad9bc9ed9
ebiten: bug fix: wrong interpolation in the screen shader
2023-08-31 13:28:01 +09:00
Hajime Hoshi
0e1b73f94f
ebiten: simplify the screen shader
2023-08-31 12:56:45 +09:00
Hajime Hoshi
ad2d8977b6
ebiten: update a comment
2023-08-31 11:50:15 +09:00
Hajime Hoshi
009fb504ed
internal/builtinshader: remove adjustments for tie-breaking
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This seems no longer needed with the pixel mode.
This was confirmed by this test:
```
go run . -run=TestImageLinearFilterGlitch2
```
The same change didn't work at b5ca404c42
but worked at 49582519c1
, which
introduced the pixel mode.
Updates #1212
2023-08-30 23:55:44 +09:00
Hajime Hoshi
db34930ae8
internal/graphics: add built-in Kage functions
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This change adds these Kage functions:
* imageDstOrigin
* imageDstSrc
* imageSrcNOrigin
* imageSrcNSrc
and deprecates these functions:
* imageDstRegionOnTexture
* imageSrcRegionOnTexture
Closes #1870
2023-08-28 15:06:45 +09:00
Hajime Hoshi
63df6168d9
internal/shader: use plural forms for Kage compiler directives
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This change renames
```
//kage:unit texel
//kage:unit pixel
```
to
```
//kage:unit texels
//kage:unit pixels
```
.
Closes #2717
2023-08-01 11:41:38 +09:00
Hajime Hoshi
49582519c1
all: add a compiler directive kage:unit
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This change adds a new compiler directive 'kage:unit' to Kage. This
takes one of these two values: 'pixel' and 'texel'. The default value
is 'texel'.
With the pixel-unit mode, all the built-in functions treats pixels
instead of texels, and the texCoord argument of Fragment is in pixels.
This simplifies shader programs as programs no longer have the notion
of texels.
With the texel-unit mode, the behavior is the same as the current
behavior.
Closes #1431
2023-04-23 22:11:57 +09:00
Hajime Hoshi
40aa35750c
ebiten: bug fix: updating the input state must be protected by a mutex
2023-01-22 01:49:43 +09:00
Hajime Hoshi
b79f0394cc
internal/ui: refactoring: allow slices in InputState
2023-01-22 01:28:57 +09:00
Hajime Hoshi
f054a7634a
ebiten: deprecate (*Image).Size
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Closes #2351
2023-01-20 01:26:37 +09:00
Hajime Hoshi
d3655940bd
internal/ui: bug fix: input states must be updated before the hook
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Closes #2502
2022-12-21 11:46:58 +09:00
Hajime Hoshi
d1b9a0a9a1
internal/ui: freeze the input state for each frame
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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
3024e07ecc
ebiten: add RunGameOptions.ScreenTransparent
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Closes #2378
2022-12-09 22:50:57 +09:00
Hajime Hoshi
f4b12462e6
ebiten: rename FloatLayouter -> LayoutFer
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Updates #2285
2022-11-09 02:00:23 +09:00
Hajime Hoshi
8567c3c654
ebiten: add FloatLayouter
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Closes #2285
2022-11-09 01:52:48 +09:00
Hajime Hoshi
0d6b42fedd
internal/ui: refactoring: keep screen/offscreen sizes as float64
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Updates #2285
2022-11-09 01:18:41 +09:00
Hajime Hoshi
b019a3723a
internal/ui: optimize GPU usages when the screen doesn't have to be updated
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This change skips rendering when 1) the screen is not cleared every frame
(`SetScreenClearedEveryFrame(false)`) and 2) Draw doesn't draw anything
onto the screen. The GPU usages decreased on some machines (e.g. GPU usage
was 10% with an empty Ebitengine project and became 2-3 % on a Windows
machine).
Updates #2341
2022-10-28 18:51:06 +09:00
Hajime Hoshi
599571c7a7
ebiten: add geoM argument to DrawFinalScreen
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Updates #2046
2022-10-14 23:35:58 +09:00
Hajime Hoshi
30cc36b1ba
ebiten: add FinalScreenDrawer
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FinalScreenDrawer is an interface for a custom screen rendering. If a
game implements FinalScreenDrawer and is passed to RunGame, its
DrawFinalScreen is called after Draw.
Also this adds `-crt` option to examples/flappy.
Closes #2046
2022-10-14 16:49:32 +09:00
Hajime Hoshi
f15536e8de
ebiten: refactoring: remove imageDumperGame
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This enables passing the user's Game to internal/ui without wrapping.
This is necessary to check whether the user's Game implements an
optional function or not.
Updates #2046
2022-10-14 02:58:31 +09:00
Hajime Hoshi
25ae96db89
internal/ui: move screenScaleAndOffsets to the ebiten package
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Updates #2046
2022-10-14 01:58:07 +09:00
Hajime Hoshi
1ff4918390
ebiten: rename receivers
2022-10-14 00:38:08 +09:00
Hajime Hoshi
4bd3a9ef8f
internal/ui: refactoring: move the screen rendering logic to ebiten package
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Updates #2046
2022-10-14 00:34:40 +09:00
Hajime Hoshi
d00bd1cb16
internal/ui: refactoring: move setVerticesCache
to ui.Image
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Updates #2362
2022-09-29 01:21:46 +09:00
Hajime Hoshi
6b23a94ae2
ebiten: bug fix: resolveSetVerticesCacheIfNeeded was not called for the offscreen
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Closes #2362
2022-09-28 23:09:09 +09:00
Hajime Hoshi
bac34a4474
ebiten: add NewImageWithOptions and NewImageOptions
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This change adds NewImageWithOptions, that creates a new image with
the given options.
NewImageWithOptions takes image.Rectangle instead of a width and a
height, then a user can create an image with an arbitrary bounds.
A left-upper position can be a negative number.
NewImageWithOptions can create an unmanged image, that is no longer
on an automatic internal texture atlas. A user can have finer controls
over the image.
This change also adds tests for this function.
Updates #2013
Updates #2017
Updates #2124
2022-06-15 02:20:19 +09:00
Hajime Hoshi
116e131ccf
internal/atlas: rename ImageTypeIsolated -> ImageTypeUnmanaged
2022-06-10 02:11:08 +09:00
Hajime Hoshi
81f91658ff
internal/atlas: refactoring: remove SetVolatile and SetIsolate
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Pass an image type to NewImage instead.
2022-06-08 01:08:00 +09:00
Hajime Hoshi
5c7917897c
internal/ui: refactoring: move the logic in gameForUI to context
2022-04-01 22:33:31 +09:00
Hajime Hoshi
8e40b2562e
internal/ui: remove an error returning value from Game.Draw
2022-04-01 19:10:10 +09:00
Hajime Hoshi
e78f34aa26
internal/ui: add Image
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This is a preparation for a refactoring. Image will be a proxy to
pass a graphics driver to the lower layer.
2022-03-20 01:39:05 +09:00
divVerent
ea35296be7
ebiten: provide SetScreenFilterEnabled
, a way to disable the default screen filter ( #1997 )
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Using FilterNearest rather than filterScreen or FilterLinear speeds up a
Dell E6500 from 23fps->36fps and 27fps->48fps.
Updates #1772
2022-02-24 03:46:27 +09:00
Hajime Hoshi
cc1fd437a1
ebiten: move comments
2022-02-23 02:54:14 +09:00
Hajime Hoshi
352fd76312
ebiten: optimization: use FilterNearest for an integer scale
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Updates #1772
2022-02-23 02:52:51 +09:00
Hajime Hoshi
b695cb928a
internal/ui: remove RunWithoutMainLoop in non-mobile environments
2022-02-13 22:31:48 +09:00
Hajime Hoshi
0529fa955e
ebiten: refactoring: remove the global variable theGameForUI
2022-02-13 20:48:09 +09:00
Hajime Hoshi
82b9f7dc56
ebiten: refactoring: remove setScreenClearedEveryFrame
2022-02-13 20:40:46 +09:00
Hajime Hoshi
0c1c40995c
internal/ui: rename types and members: uiContext -> gameForUI
2022-02-13 20:20:46 +09:00