Hajime Hoshi
92424319a2
internal/ui: refactoring: (*monitors).update must be called from the main thread
...
In the current implementation, (*monitors).update is not called
from other threads, but the current code is fragile.
2023-09-24 01:37:58 +09:00
Hajime Hoshi
e40268c3ca
internal/ui: bug fix: needed to wait before entering into fullscreen
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Just after moving a window to another monitor, waiting a little while
was required before entering into fullscreen.
Closes #2778
2023-09-23 19:03:31 +09:00
Hajime Hoshi
b7a105409d
internal/ui: bug fix: wrong calculation of the initial window position
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Updates #2778
2023-09-23 18:52:55 +09:00
Hajime Hoshi
0170598a82
ebiten: remove (*Monitor).Bounds()
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Now the unit of Bounds is device-dependent pixels, and this is useless
and Ebitengine API always treat device-independent pixels. Rather,
this might confuse users.
Until we find a good solution, let's remove Bounds() for v2.6.
MonitorType itself is still useful to specify a monitor to show a
window.
Closes #2780
2023-09-23 18:25:47 +09:00
Hajime Hoshi
4da27902f4
ebiten: change the unit of (*Monitor).Bounds
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Monitors can have different device scale factors, and in this case,
it doesn't make sense to use device-independent pixels as unit for
monitor positions and sizes.
Updates #2778
2023-09-23 18:01:32 +09:00
Hajime Hoshi
7118057e4f
internal/ui: bug fix: GetVideoMode must not be called from othere threads
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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 17:30:55 +09:00
Hajime Hoshi
4a0201e3b2
internal/ui: bug fix: replace initWindowMonitor usages with initMonitor
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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 17:18:38 +09:00
Hajime Hoshi
713285e499
examples/monitor: use DebugPrint to simplify the sample
2023-09-23 15:57:11 +09:00
Hajime Hoshi
3c5697ff44
update dependencies
2023-09-23 15:36:37 +09:00
Hajime Hoshi
d4f4854f72
internal/processtest: suppress issue2475 test for Windows
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The result seems flaky unfortunately.
2023-09-23 00:19:12 +09:00
Hajime Hoshi
220bf5140e
all: update Oto and PureGo for an iOS 17 issue
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Closes #2773
2023-09-23 00:02:58 +09:00
Hajime Hoshi
f315b70257
all: bug fix: update gomobile for an Xcode 15 issue
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Closes #2772
2023-09-22 23:45:16 +09:00
Hajime Hoshi
ad192213cf
internal/shader: bug fix: spaces around a compiler directive should be allowed
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Closes #2771
2023-09-22 01:45:26 +09:00
Hajime Hoshi
dd69387e15
cmd/ebitenmobile: bug fix: accessing a view
property caused deadlock on iOS
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This change delays the initialization of the view until viewDidLoad is
called AND mobile.SetGame is called.
Closes #2768
2023-09-21 19:37:39 +09:00
Hajime Hoshi
0898906dfb
examples/textinput: add a log message about environments
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Updates #2735
Updates #2736
2023-09-20 22:25:45 +09:00
Hajime Hoshi
bc8917768f
update dependencies
2023-09-19 08:02:11 +09:00
Hajime Hoshi
2c8a2a584f
internal/gamepaddb: update the database
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This adopts the commit e72ff9cb76
Closes #2766
2023-09-18 21:20:10 +09:00
Hajime Hoshi
0dcfa5f54b
Revert "internal/gamepaddb: update the database"
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This reverts commit 4375fffcbe
.
Reason: test failures
2023-09-18 19:23:45 +09:00
Hajime Hoshi
4375fffcbe
internal/gamepaddb: update the database
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This adopts the commit 8adb15e0a2
2023-09-18 19:07:01 +09:00
Hajime Hoshi
14f2ee198e
ebiten: add SetWindowMousePassthrough and IsWindowMousePassthrough
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Closes #2511
2023-09-18 18:31:22 +09:00
Hajime Hoshi
c8d38f7f25
internal/glfw, interna/cglfw, internal/goglfw: add MousePassthrough
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Work in progress
Updates #2511
2023-09-18 18:31:22 +09:00
Hajime Hoshi
777c575638
internal/goglfw: typo
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Fortunately, this function is actually not called.
2023-09-18 18:30:43 +09:00
Hajime Hoshi
6f41a05264
Revert "internal/graphicsdriver/directx: remove tearing"
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This reverts commit 78d3e4273b
.
Reason: tearing is potentially risky but needed for maximizing FPS.
Also, tearing is officially recommended by Microsoft (see [1])
Closes #2697
[1] https://github.com/microsoft/DirectX-Graphics-Samples/blob/master/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingHelloWorld/DeviceResources.cpp#L520
2023-09-18 03:30:34 +09:00
Hajime Hoshi
8a0aba45f5
internal/ui: update touches after the layout is determined on mobiles
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Closes #2763
2023-09-17 21:56:26 +09:00
Hajime Hoshi
07d2706e63
internal/processtest: bug fix: allow some numerical errors for cursor positions
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Updates #2475
2023-09-17 19:58:30 +09:00
Hajime Hoshi
fd689467c5
internal/processtest: add a test for capturing cursor and fullscreen
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Updates #2475
2023-09-17 19:41:56 +09:00
Hajime Hoshi
02fd8cfb07
internal/ui: bug fix: preserve a captured cursor positions for toggling fullscreening for browsers
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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
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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
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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"
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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
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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
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Updates #2763
2023-09-17 15:14:57 +09:00
Hajime Hoshi
0475baf9e2
internal/ui: update comments
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Updates #2763
2023-09-17 14:59:43 +09:00
Hajime Hoshi
8c25b07336
internal/ui: call updateInputState after layoutGame
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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
226497a8a9
internal/cglfw: bug fix: Motif hints should be updated for functions and decorations at the same time
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Updates #2289
Closes #2760
2023-09-17 00:40:17 +09:00
Hajime Hoshi
90ee615e00
internal/cglfw: disable a maximizing button when a max window size is specified
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Closes #2289
2023-09-16 23:41:19 +09:00
Hajime Hoshi
7698ec0665
internal/cglfw: rename a file
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Updates #2759
2023-09-16 23:17:17 +09:00
Hajime Hoshi
2737bd6d04
internal/cglfw: drop a native Wayland support
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Closes #2759
2023-09-16 21:46:24 +09:00
Hajime Hoshi
45acc2c5d8
internal/ui: reland: bug fix: disable window size limitation on fullscreen
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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
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Updates #2260
2023-09-16 16:40:03 +09:00
Hajime Hoshi
128215eedd
Revert "internal/ui: bug fix: disable window size limitation on fullscreen"
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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
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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
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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
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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
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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
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Updates #2296
2023-09-15 03:11:58 +09:00
Hajime Hoshi
568e98ef1c
internal/ui: bug fix: call setOrigWindowPos on entering fullscreen
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Closes #2757
2023-09-15 02:53:38 +09:00
Hajime Hoshi
f7a801d591
internal/ui: refactoring
2023-09-15 02:45:31 +09:00