Hajime Hoshi
bf197e379b
internal/glfw/glfw: refactoring: remove glfw/include
2023-07-10 23:30:03 +09:00
Hajime Hoshi
bc2b373bca
internal/glfw/glfw: fix build tags
2023-07-08 14:04:30 +09:00
Hajime Hoshi
c2b386a917
internal/glfw/glfw: refactoring
2023-07-08 02:34:56 +09:00
Hajime Hoshi
fafbe2711f
internal/glfw/glfw: refactoring
2023-07-08 02:16:39 +09:00
Hajime Hoshi
8039911bc8
internal/glfw/glfw: add license header comments
2023-07-08 02:15:47 +09:00
Hajime Hoshi
a4c2072c0f
internal/glfw/glfw: add 'static' to C functions
2023-07-08 00:37:20 +09:00
Hajime Hoshi
eba8713c64
internal/glfw/glfw: refactoring: reduce files
2023-07-08 00:33:20 +09:00
Hajime Hoshi
65fd352e3b
internal/glfw/glfw: remove unused files
2023-07-07 12:12:47 +09:00
Hajime Hoshi
d0b6d2c41a
internal/glfw/glfw: remove implementation for joystick
...
Closes #2692
2023-07-06 23:24:34 +09:00
Hajime Hoshi
8052c5bdd5
internal/glfw/glfw: remove the Windows part
2023-07-06 00:08:48 +09:00
Hajime Hoshi
fbe732b378
copy github.com/go-gl/glfw/v3.3/glfw to internal/glfw/glfw
...
Closes #2546
2023-07-05 23:59:34 +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
8c25fac860
ebiten: add AppendDroppedFiles
...
Closes #1868
2023-01-22 17:22:25 +09:00
Hajime Hoshi
35e25a3636
rename internal/glfwwin -> internal/goglfw
...
Updates #2546
2023-01-21 22:09:21 +09:00
Hajime Hoshi
dd7e125d9c
ebiten: add KeyName for desktops and browsers
...
Updates #1904
2022-12-25 03:37:29 +09:00
Hajime Hoshi
1f741fa007
internal/glfw: do not panic for an error at Monitor.GetContentScale
...
Updates #2488
2022-12-08 13:39:19 +09:00
Kacper Drobny
6e12fd13e4
ebiten: add additional MouseButtons ( #2467 )
...
Closes #2445
2022-11-23 04:28:34 +09:00
Hajime Hoshi
d09fd90963
internal/ui: use EGL for OpenGL ES
...
Updates #292
2022-11-13 06:23:30 -08:00
Artem Yadelskyi
5b53cef59e
all: remove old // +build
comments ( #2431 )
...
Closes #2325
2022-11-03 12:55:14 +09:00
TotallyGamerJet
043397c20e
internal/ui: remove Cgo on darwin in ui_glfw_darwin.go ( #2329 )
...
Updates #1162
2022-09-16 11:53:46 +09:00
Hajime Hoshi
86706c0335
internal/graphicsdriver/opengl: add opengles
build tag
...
This enables to use OpenGL ES instead of OpenGL.
Closes #292
2022-09-13 11:10:48 -07:00
Hajime Hoshi
bc8e2fe6ac
internal/glfw: bug fix: the window should be focused when closing is handled
...
Closes #2165
2022-08-12 22:34:19 +09:00
Hajime Hoshi
c379873a1f
rename Ebiten -> Ebitengine
2022-05-25 22:48:19 +09:00
Hajime Hoshi
f67b4cc1d6
internal/glfw: use a pure Go implementation of GLFW
...
This change removes internal/glfw/glfw, that is a DLL loader, and
replaces the usages with internal/glfwwin, that is a pure Go
implementation of GLFW for Windows.
The build tag `ebitenexternaldll` is also removed.
Closes #1764
2022-05-20 22:10:00 +09:00
Hajime Hoshi
eec5ea00ec
internal/glfw: refactoring: use pointers or functions for callbacks
2022-05-20 17:49:46 +09:00
Hajime Hoshi
8d2b08dd14
internal/glfw: refactoring: make callback handlers consistent
2022-05-19 01:49:21 +09:00
Hajime Hoshi
7189c7f649
internal/glfw: refactoring: remove unused APIs
...
Ebiten doesn't rely on GLFW for gamepads.
2022-05-19 01:04:23 +09:00
Hajime Hoshi
58366ce64d
internal/glfw: make the file operation atomic
...
If multiple Ebiten processes start at the same time, the file operation
can cause a race condition. Add a file lock to avoid this.
2022-03-18 20:32:25 +09:00
Hajime Hoshi
740dfd5aed
internal/glfw: refactoring: keep the original API when possible
...
Updates #1804
2022-02-09 19:36:47 +09:00
Hajime Hoshi
623c050537
ebiten: rename SetKeepWindowAspectRatio -> SetWindowAspectRatioFixed
...
Updates #1804
2022-02-09 19:29:55 +09:00
Tom Lister
18659ef4ab
internal/ui: add SetWindowKeepAspectRatio ( #1985 )
...
Updates #1804
2022-02-09 19:11:25 +09:00
Hajime Hoshi
12a70952a9
internal/glfw: remove an unreached code
2022-02-06 05:24:25 +09:00
Hajime Hoshi
dd4d2f6aa0
internal/glfw/glfw: update for GLFW 3.3.6
...
Closes #1896
2021-12-27 01:57:55 +09:00
Hajime Hoshi
8b775cf0dd
internal/glfw: Add a new build tag ebitenexternaldll
to requrie external DLLs
...
Embedding a DLL file and extrating it on the fly can be problematic.
The application might be unexpectedly recognized as a virus by some
virus checkers.
To mitigate this issue, Ebiten adds a new build mode `ebitenexternaldll`
which prevents Ebiten from embedding DLL files. Instead, the application
will require DLL files for GLFW.
Closes #1832
2021-10-14 02:44:25 +09:00
Hajime Hoshi
bce2e83565
internal/glfw: Update Dockerfile
2021-10-14 00:03:43 +09:00
Hajime Hoshi
6f79185b2c
internal/glfw/glfw: Update documents
2021-10-13 23:48:53 +09:00
Hajime Hoshi
77664ff057
internal/uidriver/glfw: Use the correct initial monitor on Linux/UNIX
...
Closes #1827
2021-09-25 02:48:13 +09:00
Hajime Hoshi
1a7cf7b3b8
internal/glfw/glfw: Modify GLFW for Windows to make the window non-floating
...
Closes #1506
2021-09-18 20:47:26 +09:00
Hajime Hoshi
428c079e52
internal/uidriver/glfw: Make a 'native' fullscreen on macOS
...
This is a breaking change. On macOS, `SetFullscreen` creates a new
independent space and maximize the size of the window there.
Updates #1506
Closes #1579
2021-09-18 16:31:22 +09:00
Hajime Hoshi
2a390c18c1
internal/uidriver/glfw: Do not iconify the fullscreen window on Linux
...
Updates #1506
2021-09-18 00:52:04 +09:00
divVerent
60df512352
Switch out the devicescale implementation by one that relies on glfw/xrandr. ( #1800 )
...
This should fix fullscreen mode on Linux/X11 systems in general,
while not affecting other systems.
Note that this deletes a bunch of OS X specific and Windows specific code,
as GLFW already provides this functionality.
This change is not expected to cause regressions, however,
the current behavior is still wrong and leads to wrong/unintended window sizes.
To be fixed in further PRs.
Updates #1774
2021-09-14 12:35:02 +09:00
Hajime Hoshi
f23dadb8ae
Add internal/gamepaddb ( #1805 )
...
This is basically a revert of 93a156a718
.
This implements parsing the SDL gamepad mappings by Ebiten instead
of GLFW, so that Ebiten can handle parsing errors completely.
Closes #1802
2021-09-11 22:46:05 +09:00
Hajime Hoshi
d1c764640d
internal/glfw, internal/graphicsdriver/opengl/gl: Use the last byte to detect a bool
...
When a C function returns a bool value, only the first byte of a
uintptr value matters. When we want to get a bool value from a C
function, filter this for sefety.
2021-08-25 02:09:55 +09:00
Hajime Hoshi
797f42b839
internal/glfw: Use a more stable version of MinGW
...
Closes #1750
2021-08-13 03:35:51 +09:00
Hajime Hoshi
c6dd349338
internal/glfw: Refactoring
2021-08-09 14:55:10 +09:00
Hajime Hoshi
bcb30f8595
Update go-gl/glfw for GLFW 3.3.4
2021-07-27 12:54:11 +09:00
Hajime Hoshi
1706d9436a
ebiten: Add FPSModeType, FPSMode, SetFPSMode, and ScheduleFrame
...
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
50320eeb5b
internal/glfw: Bug fix: Crash after disconnecting a gamepad on Windows (Wine)
2021-07-21 17:50:47 +09:00
Hajime Hoshi
93a156a718
internal/uidriver/glfw: Use glfwGameGamepadState
...
This change replaces the usage of gamepaddb package with glfwGetGamepadState.
Updates #1557
2021-07-21 16:09:30 +09:00
Hajime Hoshi
aa694be6f6
ebiten: Add the standard gamepad layout
...
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
Hajime Hoshi
342bf6ae7e
Update GLFW: suppress joystick issue at PollEvents
...
Updates #1229
2021-07-15 11:19:39 +09:00
Hajime Hoshi
ec5b034cbf
Update GLFW: suppress joystick issue (again)
...
Updates #1229
2021-07-15 01:02:57 +09:00
Hajime Hoshi
66dbca7fdd
Update GLFW: suppress joystick issue
...
Updates #1229
2021-07-14 23:54:48 +09:00
Hajime Hoshi
49c3c30c79
ebiten: Add IsWindowBeingClosed / SetWindowClosingHandled / IsWindowClosingHandled
...
IsWindowBeingClosed reports whether the window is being closed by
the user.
SetWindowClosingHandled sets whether the window closing is handled
or not. If the state is true, the window is not closed immediately
by the user and the game can handle the closing state. In this case,
the Update function should return an error in order to end the game.
This change also adds examples/windowclosing.
Closes #1574
2021-06-14 02:29:11 +09:00
Hajime Hoshi
bceb512e78
internal/glfw: Bug fix: build failure with GOOS=js
...
Updates #1672
2021-06-13 22:59:57 +09:00
Hajime Hoshi
ed6756662a
internal/glfw: Clean up the code
...
Updates #1672
2021-06-13 22:48:27 +09:00
Hajime Hoshi
3c2d562967
internal/glfw: Bug fix: NewCallbackCDecl objects were leaked
...
Callbacks created by NewCallbackCDecl were never released and then
they are leaked, especially when the window size was changed by
SetWindowSize on Windows.
This change defines new callback ID types with uintptr, and reuse
the callbacks.
Closes #1672
2021-06-13 22:23:01 +09:00
Hajime Hoshi
0cea5f2f1a
internal/glfw: Remove one of go-vet warnings
2021-06-13 14:41:39 +09:00
Hajime Hoshi
b54ad73a2b
Add go:build comments with go1.17beta1 fmt
2021-06-11 01:11:46 +09:00
Hajime Hoshi
61c0908b13
internal/glfw: Refactoring
2021-04-18 03:33:01 +09:00
Hajime Hoshi
f62576d88d
internal/glfw: Add tools.go to keep go.sum
2021-04-17 20:24:39 +09:00
Hajime Hoshi
855edcd2ff
internal/glfw: Update Dockerfile and regenerate DLLs
2021-04-17 20:11:10 +09:00
Hajime Hoshi
99b2b5c1ee
internal/glfw: Bug fix: compile error on Windows
...
Updates #1385
2021-04-17 04:24:19 +09:00
Hajime Hoshi
9b6ba5ed2c
ebiten: Add {Set,}WindowSizeLimits
...
Closes #1385
2021-04-17 03:58:06 +09:00
Hajime Hoshi
d00d0c8556
ebiten: Add CursorShape/SetCursorShape/CursorShapeType
...
This change adds APIs to enable to use system cursor shapes other
than the default shape (an arrow).
This change doesn't add these cursors since they seem a little
different on macOS from the other platforms.
* GLFW_HRESIZE_CURSOR
* GLFW_VRESIZE_CURSOR
Closes #995
2021-04-16 01:09:19 +09:00
Hajime Hoshi
052947d7b7
internal/glfw: Update GLFW to 3.3.3 for Windows
...
Closes #1523
2021-03-09 02:19:34 +09:00
Hajime Hoshi
d913e66cd9
Revert "uidriver/glfw: Bug fix: Do not iconify the fullscreen window automatically"
...
This reverts commit 61bf10e73e
.
Reason: This prevents the app from iconifying when toggling apps.
Updates #1405
Closes #1504
2021-02-23 20:13:21 +09:00
Hajime Hoshi
18d526c2d3
internal/uidriver/glfw: Bug fix: Crash when returning from fullscreen
...
ForceUpdate was called unexpectedly inside Update. This caused the
race condition.
Closes #1505
2021-02-23 16:52:12 +09:00
Hajime Hoshi
b9907c03fa
glfw: Create a DLL file atomically by renaming the file
...
Fixes #1393
2020-11-02 22:55:08 +09:00
Hajime Hoshi
5b8370298a
glfw: Use os.UserConfigDir for GLFW DLL instead of temporary directories
...
As of this change, Ebiten requries Go 1.13 due to os.UserConfigDir.
Fixes #1393
2020-11-01 17:51:44 +09:00
Hajime Hoshi
61bf10e73e
uidriver/glfw: Bug fix: Do not iconify the fullscreen window automatically
...
Fixes #1405
2020-10-27 03:14:55 +09:00
Hajime Hoshi
dc288d37f8
Bug fix: Compile error for Wasm
2020-10-07 02:23:45 +09:00
Hajime Hoshi
ee4ebaaa95
Clean up the 'js' build tags
...
Updates #1129
2020-10-07 02:07:03 +09:00
Hajime Hoshi
51f06139a6
uidriver/glfw: Bug fix: Treat X scale (HiDPI) correctly
...
Fixes #1350
2020-09-19 01:24:18 +09:00
Hajime Hoshi
760225df75
glfw: Replace the pointer size calc with bits.UintSize / 8
...
Updates #1306
2020-09-04 01:18:42 +09:00
Hajime Hoshi
ee15e06c50
glfw: Remove some suspicious codes depending on the memory layout
2020-09-04 01:10:39 +09:00
Hajime Hoshi
a3b41515a9
ui: Replace the native window's type (unsafe.Pointer) with uintptr
...
Updates #1306
2020-09-04 00:51:48 +09:00
Hajime Hoshi
77fa0cb9ef
ui: Add SetInitFocused
...
Fixes #769
2020-08-23 02:19:09 +09:00
Hajime Hoshi
7307a148f5
glfw: Use Dockerfile for ease to generate the embedding files for Windows
...
As MinGW version is specified, the result should be more deterministic.
Fixes #1201
2020-08-14 01:34:58 +09:00
Hajime Hoshi
d73472f4f2
Use the library style of file2byteslice
2020-08-14 00:50:09 +09:00
Hajime Hoshi
3eaa7dd0e1
uidriver/glfw: Set No-API when creating a hidden window first
...
GLFW tries to create an OpenGL context by default when creating a
window. This is not necessary when OpenGL is not used. This is an
optimization by skipping to create an OpenGL context if possible.
2020-07-05 15:01:06 +09:00
Hajime Hoshi
7ac6b0bfa3
Update dependencies
2020-03-31 03:32:38 +09:00
Hajime Hoshi
63caca720b
ui: Bug fix: Compile error on Windows
2020-03-21 22:16:23 +09:00
Hajime Hoshi
f317f3b5fd
ui: Add fuctions to maximize or minimize the window
...
This change adds these functions:
* MaximizeWindow
* IsWindowMaximized
* MinimizeWIndow
* IsWindowMinimized
* RestoreWindow
Fixes #994
2020-03-21 22:13:58 +09:00
Hajime Hoshi
4ef3b3e804
ui: Add SetWindowFloating / IsWindowFloating
...
Fixes #880
2020-03-20 22:16:27 +09:00
Hajime Hoshi
c166fe8eea
Update GLFW to v3.3.2
...
Fixes #1086
2020-02-23 03:10:38 +09:00
Hajime Hoshi
099ce1b3b4
Revert "ui: Add SetInitFocused"
...
This reverts commit bb04fc8a29
.
Reason: glfw.Focused / glfw.FocusOnShow did not work
Updates #769
2020-02-10 01:10:40 +09:00
Hajime Hoshi
bb04fc8a29
ui: Add SetInitFocused
...
Updates #769
2020-02-09 23:45:59 +09:00
Jake Bentvelzen
c17946bb82
ui: Add GamepadGUID and GamepadName functions ( #1035 )
...
Fixes #1034
2020-01-09 22:11:32 +09:00
Zachary Burkett
ed19d6fae9
Add cursor capture functionality ( #1016 )
...
Fixes #1016
2019-12-14 12:30:03 +09:00
Hajime Hoshi
0ec447e0d0
ui: Add SetScreenTransparent / IsScreenTransparent
...
Fixes #1001
2019-12-01 03:31:32 +09:00
Hajime Hoshi
e0d780b029
uidriver/glfw: Enable to call SetWindowDecorated after Run
...
Fixes #556
2019-11-26 11:46:18 +09:00
Hajime Hoshi
995ba3afcf
glfw: Update GLFW 3.3
2019-11-26 11:21:07 +09:00
Hajime Hoshi
a040aae83b
glfw: Update to GLFW 3.3
...
Fixes #1000
2019-11-26 01:19:20 +09:00
Hajime Hoshi
51951d6087
glfw: Take a byte pointer instead of a uintptr at the callback
...
Make 'go vet' happy on Windows.
2019-06-27 22:57:44 +09:00
Hajime Hoshi
9a0cefedce
glfw: Bug fix: Missed to initialize a member of VidMode on Windows
2019-06-27 03:38:14 +09:00
Hajime Hoshi
a19bf4214b
Improve testability on Wasm
2019-06-14 23:59:38 +09:00
Hajime Hoshi
da671a6d8c
glfw: Better way to get C files
2019-05-20 03:48:58 +09:00
Hajime Hoshi
289fb77d20
glfw: Sort C files in alphabetical order
2019-05-20 03:48:49 +09:00
Hajime Hoshi
d4a522d9da
glfw: Bug fix: Do not pass Go's int pointer
...
Go's int can be 64bit or 32bit, while C's int is always 32bit on
Windows in Ebiten usage. For C's int argument, do not pass Go's
int pointer or broken values are set.
Related to #829
2019-02-24 23:10:18 +09:00