Hajime Hoshi
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8c25b07336
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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
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2023-09-17 14:58:32 +09:00 |
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Hajime Hoshi
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b79f0394cc
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internal/ui: refactoring: allow slices in InputState
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2023-01-22 01:28:57 +09:00 |
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Hajime Hoshi
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7018318546
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internal/ui: bug fix: compile error on the testing CI
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2023-01-01 18:01:14 +09:00 |
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Hajime Hoshi
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afbd1aebf1
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internal/ui: use -overlay to provide the implementation for Nintendo Switch
Updates #2372
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2023-01-01 01:35:05 +09:00 |
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Hajime Hoshi
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5e7ec81f5c
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internal/ui: rename functions
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2022-12-27 12:54:01 +09:00 |
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Hajime Hoshi
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dd7e125d9c
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ebiten: add KeyName for desktops and browsers
Updates #1904
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2022-12-25 03:37:29 +09:00 |
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Hajime Hoshi
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d1b9a0a9a1
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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
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2022-12-18 23:54:43 +09:00 |
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Artem Yadelskyi
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5b53cef59e
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all: remove old // +build comments (#2431)
Closes #2325
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2022-11-03 12:55:14 +09:00 |
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Hajime Hoshi
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8081d0636a
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internal/cbackend: rename to nintendosdk
Updates #2242
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2022-08-12 17:19:37 +09:00 |
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Hajime Hoshi
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e7c0a121c4
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all: remove the build tag 'ebitencbackend'
This also automatically enables 'egl' when 'nintendosdk' is specified.
Updates #2242
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2022-08-12 13:15:39 +09:00 |
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