Hajime Hoshi
4b0967be42
internal/ui: gofmt
2022-04-04 01:48:15 +09:00
Hajime Hoshi
f1f9f74e5c
internal/ui: bug fix: force to refresh the framebuffer by resizing the window very quickly
...
Closes #2050
2022-04-03 18:43:22 +09:00
Hajime Hoshi
f75a70dc40
internal/graphicscommand: treat []float32 instead of interface{} for uniform variables
2022-04-03 03:51:52 +09:00
Hajime Hoshi
b52a02a178
internal/ui: bug fix: crash when Image.MarkDisposed is called multiple times
...
Closes #2048
2022-04-03 00:21:26 +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
9c448d207a
internal/ui: remove an unnecessary alias
2022-04-01 21:17:26 +09:00
Hajime Hoshi
b53cb2acd6
internal/ui, internal/mipmap, internal/graphicscommand: fix a wrong panic message
2022-04-01 20:12:12 +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
ea1c18d124
internal/ui: rename contextImpl -> context
2022-04-01 17:59:44 +09:00
Hajime Hoshi
09a548e055
internal/ui: consider the case when currentMonitor() returns nil
...
Closes #1887
2022-04-01 03:51:28 +09:00
Hajime Hoshi
b5a9ff007c
internal/ui: bug fix: WindowPosition
/SetWindowPosition
didn't work on macOS fullscreen
...
Updates #1590
Closes #2043
2022-03-30 12:10:48 +09:00
Hajime Hoshi
172da82aa7
internal/ui: optimization: reduce u.t.Call
2022-03-30 03:28:18 +09:00
Hajime Hoshi
f2860bebed
internal/ui: remove an unnecessary hack to resize the window
...
The bug (#1606 ) is no longer reproducible even without the hack.
Updates #1606
Updates #1609
2022-03-30 02:48:39 +09:00
Hajime Hoshi
feb70963c6
internal/ui: force to put the window in the initial monitor
...
To make things simple, let's not put the window outside the initial
monitor.
Updates #1351
Closes #1575
2022-03-30 01:56:35 +09:00
Hajime Hoshi
07d6419dc6
internal/ui: bug fix: DeviceScaleFactor was not concurrent-safe before the main loop
...
Updates #1575
Closes #2042
2022-03-29 00:27:44 +09:00
Hajime Hoshi
79e93d3b12
internal/graphicsdriver: introduce the DirectX driver
...
Closes #1007
2022-03-26 20:09:34 +09:00
Hajime Hoshi
9bfbbb6e9e
internal/ui: add graphicsDriverGetter.getDirectX()
...
Updates #1007
2022-03-25 19:43:38 +09:00
Hajime Hoshi
c61be3c532
internal/ui: bug fix: getMetal might return a nil pointer as a non-nil interface
2022-03-24 13:36:53 +09:00
Hajime Hoshi
eeb5687b73
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to pointers
...
On second thought, returning pointers is more natural. Handling
nil is a caller's responsibility.
2022-03-24 13:20:36 +09:00
Hajime Hoshi
3074dca670
internal/ui: add the EBITEN_GRAPHICS_LIBRARY environment variable
...
The `ebitengl` build tag is gone instead.
Closes #2007
2022-03-24 02:23:37 +09:00
Hajime Hoshi
85daef7436
internal/ui: bug fix: OpenGL must be used when gomobile-build is used
...
Now the logic of graphicsDriver() is updated, this can return a Metal
graphics driver on iOS even when gomobile-build is used.
This change fixes this issue.
2022-03-23 02:58:56 +09:00
Hajime Hoshi
09b0a0ffaf
internal/ui: refactoring: simplify the selection of graphics libraries
2022-03-23 02:21:53 +09:00
Hajime Hoshi
7e6e022065
cmd/ebitenmobile: support Metal for iOS simulators
2022-03-23 01:34:58 +09:00
Hajime Hoshi
8e6907c64a
internal/ui: reduce the calls of graphicsDriver()
2022-03-22 02:17:41 +09:00
Hajime Hoshi
15548b4c74
internal/ui: add userInterfaceImpl.graphicsDriver
2022-03-22 00:13:22 +09:00
Hajime Hoshi
be1836339b
internal/ui: define the common struct UserInterface for all the environments
...
The existing UserInterface structs became userInterfaceImpl structs.
2022-03-21 23:10:27 +09:00
Hajime Hoshi
99437944bc
internal/ui: remove graphicsDrivre() calls from image.go
2022-03-21 22:49:47 +09:00
Hajime Hoshi
81b9f91f86
internal/graphicscommand: compile shaders lazily
...
With DirectX, the graphics driver cannot be determined until the
main loop starts, as a transparent window cannot be treated with
DirectX so far. On the other hand, compiling shaders requires a
graphics driver as it requires information about Y directions of
NDCs and framebuffers.
This change delays compiling shaders until the graphics commands
are actually executed in the main loop.
Updates #1007
Updates #2019
2022-03-21 21:09:02 +09:00
Hajime Hoshi
b5bb576a58
internal/ui: refactoring: unexport ConvertUniforms
2022-03-21 17:05:50 +09:00
Hajime Hoshi
f4ad12987d
internal/ui: bug fix: compile error with the cbackend tag
2022-03-21 16:59:53 +09:00
Hajime Hoshi
12ce5ae83a
internal/ui: remove the call of graphicsDriver() from the context
2022-03-21 16:48:33 +09:00
Hajime Hoshi
c316aaae72
internal/buffered: simplify the API
2022-03-21 15:19:06 +09:00
Hajime Hoshi
29f7a45ccc
internal/buffer: remove the graphics-driver argument from ReplacePartialRegionPixels
...
This is necessary to remove the graphics driver usage from
(*ebiten.Image).At. And this is necessary to determine the graphics
driver after the window becomes transparent or not.
Unfortunately, it is not obvious to make a transparent window with
DirectX. Then, the determination of a graphics driver should be delayed.
Updates #1007
2022-03-21 05:59:43 +09:00
Hajime Hoshi
14c327c89b
internal/atlas: replace Pixels with At to reduce unnecessary slice allocations
2022-03-20 18:39:17 +09:00
Hajime Hoshi
11ff0ab48c
internal/atlas: refactoring: remove arguments from Pixels
2022-03-20 18:28:57 +09:00
Hajime Hoshi
54b4e87506
internal/restorable: bug fix: ReplacePixels on a sub-image might panic on Android
...
If regions by ReplacePixel are overlapped, this can panics. This can
happen only on Android, where a context lost can happen.
Thus, a sub-image cannot call a direct ReplacePixels. internal/buffer
has to care this.
2022-03-20 18:01:37 +09:00
Hajime Hoshi
696bbc088f
internal/ui: rename variables
2022-03-20 16:51:23 +09:00
Hajime Hoshi
c3e855ab02
internal/buffered: refactoring
2022-03-20 16:44:11 +09:00
Hajime Hoshi
673556d03f
internal/ui: move the error handlings to the ui package
2022-03-20 16:26:26 +09:00
Hajime Hoshi
cc574ad67e
internal/atlas: rename functions: Area -> Region
2022-03-20 04:20:23 +09:00
Hajime Hoshi
b59dd45239
internal/buffered: separate ReplacePixels with the large-area and small-area versions
...
For the large-area version, this doesn't require a graphics driver.
This is necessary to ensure that ReplacePixels never needs a graphics
driver.
2022-03-20 04:13:31 +09:00
Hajime Hoshi
4cbce71b2b
internal/graphicscommand: move the choice of graphics drivers to internal/ui
2022-03-20 02:51:31 +09:00
Hajime Hoshi
1d9982ee6d
internal/ui: move the dependency on graphicscommand from ebiten to ui
2022-03-20 02:00:44 +09:00
Hajime Hoshi
e78f34aa26
internal/ui: add Image
...
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
Hajime Hoshi
e4fba8b047
bug fix: compile error with Go 1.16 and older
2022-03-08 00:08:53 +09:00
Hajime Hoshi
86ba7719eb
internal/ui: bug fix: use CompareAndSwap
2022-03-07 23:51:10 +09:00
Hajime Hoshi
9c6b7aaca3
internal/ui: catch the error at At correctly
2022-03-05 01:44:59 +09:00
Hajime Hoshi
dd8900ea48
internal/graphicsdriver: refactoring: choose the graphics driver at this package
2022-02-27 23:51:19 +09:00
Hajime Hoshi
99f8e335ee
ebiten: refactoring
2022-02-27 22:21:57 +09:00
Hajime Hoshi
77f765d483
internal/testing: bug fix: considering the case when Y is inverted
...
Closes #2003
2022-02-27 22:14:32 +09:00
Hajime Hoshi
1cb7633ff6
internal/ui: bug fix: atomic.Value.Store cannot be called when a differnet type value is already stored
2022-02-27 17:41:19 +09:00
Hajime Hoshi
566957dc1c
internal/graphicsdriver/metal: invert Y at the vertex shader
...
Instead of using a negative height in the viewport, invert the Y direction
at the vertex shader. This is a little more readable as a negative height
is hacky.
This is a preparation for DirectX 12. DirectX 12's coodination system
is very similar to Metal, but doesn't treat a negative height in its
viewport unfortunately.
Updates #1007
2022-02-27 01:53:03 +09:00
divVerent
ea35296be7
ebiten: provide SetScreenFilterEnabled
, a way to disable the default screen filter ( #1997 )
...
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
4949c49cd0
internal/ui: refactoring
2022-02-14 03:39:02 +09:00
Hajime Hoshi
871121abe3
internal/ui: refactoring: remove (*contextImpl).layout
2022-02-14 02:59:02 +09:00
Hajime Hoshi
cffa123405
internal/ui: refactoring: remove sizeChanged for js
...
It is safe to call Layout every frame.
2022-02-14 02:50:32 +09:00
Hajime Hoshi
e2f0878a4c
internal/ui: refactoring: remove sizeChanged
...
It is safe to call Layout every frame.
2022-02-14 02:17:52 +09:00
Hajime Hoshi
e09c1bf8f1
internal/ui: refactoring: remove an error value from runOnAnotherThreadFromMainThread
2022-02-14 00:55:58 +09:00
Hajime Hoshi
ce3f83958e
internal/graphicscommand: rename RunOnMainThread -> RunOnRenderingThread
2022-02-14 00:20:49 +09:00
Hajime Hoshi
b695cb928a
internal/ui: remove RunWithoutMainLoop in non-mobile environments
2022-02-13 22:31:48 +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
Hajime Hoshi
29382b424b
internal/ui: refactoring: remove some exposed functions
2022-02-13 20:09:13 +09:00
Hajime Hoshi
08defeeded
internal/ui: move more logics to internal/ui
2022-02-13 20:02:49 +09:00
Hajime Hoshi
9b2f0b6c56
internal/ui: rename ResetForFrame -> ResetForTick
...
Resetting happens every tick, not every frame.
2022-02-13 19:54:40 +09:00
Hajime Hoshi
a2cb9fda82
internal/ui: make adjustPosition concurrent-safe
2022-02-13 19:52:39 +09:00
Hajime Hoshi
31aa01131d
ebiten: refactoring: reduce call of ui.Get()
2022-02-13 19:40:48 +09:00
Hajime Hoshi
6a8e45e6c1
internal/ui: refactoring: simplify ResetForFrame
...
Updating the layout is already done every frame, so doing this in
ResetForFrame is not needed.
Updates #490
2022-02-13 19:31:35 +09:00
Hajime Hoshi
7b164882fc
internal/ui: refactoring: move AdjustPosition to the package internal/ui
2022-02-13 19:14:29 +09:00
Hajime Hoshi
08ae7006ef
internal/ui: refactoring: move some logics to internal/ui
2022-02-13 19:02:59 +09:00
Hajime Hoshi
2609d73a1a
internal/ui: refactoring: move some logics to internal/ui
2022-02-13 18:01:18 +09:00
Hajime Hoshi
b282b1805b
internal/ui: refactoring: add ui.SetError
...
This is a preparation to move uiContext to the package internal/ui.
2022-02-13 17:17:08 +09:00
Hajime Hoshi
ab1ad2c72f
.github/workflow: add a test to build with the build tag ebitencbackend
2022-02-13 16:57:48 +09:00
Hajime Hoshi
73d995740f
internal/ui: bug fix: compile error with ebitencbackend
2022-02-13 16:48:30 +09:00
Hajime Hoshi
e9cfbc1630
internal/ui: refactoring: remove Graphics()
2022-02-13 04:17:39 +09:00
Hajime Hoshi
ab5daa0f90
internal/ui: separate graphics_ios.go to each archtecture
...
This change removes the support of 32bit iOS. 32bit iOS is no longer
supported by Go 1.15.
2022-02-12 02:14:32 +09:00
Hajime Hoshi
176e984a58
internal/ui: refactoring: remove dependency on the package mtl
2022-02-11 23:11:49 +09:00
Hajime Hoshi
76848f48e6
internal/ui: simplify build tags
2022-02-11 20:47:14 +09:00
Hajime Hoshi
2c2c4bc428
ebiten: add WindowResizingModeType and its constants and functions
...
This allows a new state to disallow resizing the window but allow
making the window fullscreen on macOS by a user.
This change adds the new type WindowResizingModeType. There are
these constants of this type:
* WindowResizingModeDisabled
* WindowResizingModeOnlyFullscreenEnabled
* WindowResizingModeEnabled
Closes #1819
2022-02-11 04:59:04 +09:00
Hajime Hoshi
f1987cae10
internal/ui: refactoring
2022-02-10 19:35:51 +09:00
Hajime Hoshi
35b9dd0846
internal/ui: give up SetWindowAspectRatioFixed
...
Unfortunately, it is almost impossible to provide a consistent behavior
to keep the aspect ratio of the window on Windows. Instead of having an
incomplete API, let's remove this.
Closes #1988
2022-02-10 18:35:00 +09:00
Hajime Hoshi
0291986658
internal/ui: bug fix: make the window resizable after the window is created
...
Making the window resizable BEFORE the window is created doesn't
work correctly, especially when switching to enable resizing later.
Closes #1987
2022-02-10 00:53:22 +09:00
Hajime Hoshi
5899470511
internal/ui: enable vsync even when resizing the window
...
Now I couldn't see the issue. Probably the implementation of
internal/graphicsdriver/metal has changed since the last fix, but
I am not sure.
Updates #1740
Closes #1954
2022-02-09 23:59:38 +09:00
Hajime Hoshi
edca32e520
internal/ui: bug fix: do not set the minimum window width for macOS
...
Shrinking a window size by a cursor sometimes makes a smaller window
than 126px. To avoid such flaky behavior, do not set the limitation of
the minimum window width.
On Linux/UNIX, there should not be reasons to limit the window width.
Updates #165
2022-02-09 23:30:26 +09:00
Hajime Hoshi
ad675640b1
internal/ui: bug fix: the aspect ratio should update the window size limits
...
Updates #1804
2022-02-09 23:18:41 +09:00
Hajime Hoshi
f2da62a175
internal/ui: refactoring
2022-02-09 22:22:14 +09:00
Hajime Hoshi
57c123a412
internal/ui: add comments
...
Updates #1804
2022-02-09 22:16:31 +09:00
Hajime Hoshi
891ca2a08d
ebiten: add IsWindowAspectRatioFixed
...
This also updates examples/windowsize.
Closes #1804
2022-02-09 20:06:18 +09:00
Hajime Hoshi
7482cae978
internal/ui: bug fix: the aspect ratio must be updated whenever the window size is forcibly updated
...
This also adds a new flag -aspectratiofixed to examples/windowsize
Updates #1804
2022-02-09 19:56:50 +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
180eb483bb
internal/ui: make currentMonitor return initMonitor when the window is not initialized yet
2022-02-09 00:26:49 +09:00
Hajime Hoshi
b2872f216a
internal/ui: update comments
...
Updates #1575
2022-02-08 20:27:46 +09:00
Hajime Hoshi
cd2ef6771a
internal/ui: bug fix: a wrong monitor was used at setWindowPositionInDIP
2022-02-08 20:20:36 +09:00
Hajime Hoshi
9f581327fa
intetrnal/ui: remove recreating a window after the fullscreen mode
...
As macOS's fullscreen is a native fullscreen, this hack is no longer
needed.
Updates #1004
2022-02-08 19:41:09 +09:00
Hajime Hoshi
f8097eb45d
internal/ui: give an initial window size at createWindow
...
This enables to skip setWindowSizeInDIPImpl in most cases.
Updates #1651
Updates #1914
2022-02-08 19:36:30 +09:00
Hajime Hoshi
320e7037f6
internal/ui: update comments
2022-02-08 19:23:38 +09:00
Hajime Hoshi
6dbc5ba558
internal/ui: refactoring: call updateWindowSizeLimits in createWindow
2022-02-08 16:06:12 +09:00
Hajime Hoshi
4c6c31e384
all: reorder build tags in an alphabetical order
2022-02-08 15:49:15 +09:00
Hajime Hoshi
9c8b4db81f
internal/ui: separate 'vibrate' part to internal/vibrate
2022-02-08 14:48:55 +09:00
Hajime Hoshi
d2d3673bd2
internal/ui: remove a redundant call of SetTitle
2022-02-08 04:30:58 +09:00
Hajime Hoshi
2fc09c7fcb
internal/ui: use the cursor position to choose the initial monitor for Linux/UNIX
...
Updates #1918
Closes #1982
2022-02-08 03:20:45 +09:00
Hajime Hoshi
294ee43716
internal/ui: remove a special logic for UNIX
...
The issue #1118 can no longer be reproduced.
Updates #1118
Updates #1982
2022-02-08 01:29:22 +09:00
Hajime Hoshi
cb4085277b
internal/ui: bug fix: adjust the window position correctly
...
Updates #1982
2022-02-07 23:52:16 +09:00
Hajime Hoshi
ed04021151
internal/ui: use the cursor position to choose the initial monitor for Windows
...
Updates #1918
Updates #1982
2022-02-07 23:31:46 +09:00
Hajime Hoshi
cafb71719c
internal/ui: use the cursor position to choose the initial monitor
...
Updates #1982
2022-02-07 22:37:10 +09:00
Hajime Hoshi
126dc81a96
internal/ui: add a comment
2022-02-07 00:51:48 +09:00
Hajime Hoshi
b78160262c
internal/ui: rename files
2022-02-07 00:37:32 +09:00
Hajime Hoshi
f18aef2b08
ebiten: refactoring: move the caller of SetGraphicsDriver to the package ui
2022-02-06 22:01:25 +09:00
Hajime Hoshi
df60c4c92d
internal/driver: rename to internal/graphicsdriver
2022-02-06 20:41:32 +09:00
Hajime Hoshi
52f4c409ac
internal/ui: refactoring: make Graphics a global function
2022-02-06 20:29:49 +09:00
Hajime Hoshi
0f09ddfbd2
internal/driver: remove Window
...
Closes #1983
2022-02-06 20:12:40 +09:00
Hajime Hoshi
80c03792cb
internal/driver: move the key definitions to internal/ui
...
Updates #1983
2022-02-06 19:14:18 +09:00
Hajime Hoshi
887a3ff749
internal/cbackend: bug fix: compile error again
2022-02-06 19:07:17 +09:00
Hajime Hoshi
2fbfa5444b
internal/driver: remove Input
2022-02-06 18:34:31 +09:00
Hajime Hoshi
6f72b15912
internal/driver: move some definitions to internal/ui
...
Updates #1983
2022-02-06 18:13:45 +09:00
Hajime Hoshi
149736c3cf
internal/uidriver/*: integrate the packages into internal/ui
...
Updates #1983
2022-02-06 17:23:04 +09:00
Hajime Hoshi
7e5085f15b
Add uidriver package and move UI implementation to this packaage
2019-04-07 18:21:16 +09:00
Hajime Hoshi
a4a129e3af
ui: Rename currentUI -> theUI
2019-04-07 11:10:55 +09:00
Hajime Hoshi
6b8516c7a5
driver: Move ui.RegularTermination to driver
2019-04-07 10:54:05 +09:00
Hajime Hoshi
1b8d4abfdb
driver: Move ui.GraphicsContext to driver
2019-04-07 10:48:18 +09:00
Hajime Hoshi
b579bd7fd0
graphics: Remove GraphicsContext.Invalidated
2019-04-07 10:08:55 +09:00
Hajime Hoshi
6cdcd1ee62
input: Refactoring: Remove input dependencies from ui
2019-04-06 23:42:55 +09:00
Hajime Hoshi
a980de8326
ui: Take the Input driver
2019-04-06 23:29:13 +09:00
Hajime Hoshi
de9f54fd9d
driver: Add Input
2019-04-06 21:48:54 +09:00
Hajime Hoshi
80dcec865d
ui: Refactoring: Remove pollEvents
2019-03-31 19:51:53 +09:00
Hajime Hoshi
c21fb4d390
input: Move Touch to driver package
2019-03-31 18:58:43 +09:00
Hajime Hoshi
e273618081
input: Rename Reset -> ResetForFrame
2019-03-31 18:49:00 +09:00
Hajime Hoshi
64d3e26fb0
input: Rename UpdateTouches -> SetTouches
2019-03-31 16:30:03 +09:00
Hajime Hoshi
0536efd95f
ui: Remove AdjustedCursorPosition
2019-03-31 02:06:42 +09:00
Hajime Hoshi
dec6be1a11
ui: Remove AdjustedTouches
2019-03-31 02:03:59 +09:00
Hajime Hoshi
5d6f66935a
ui: Remove UpdateTouches
2019-03-31 01:54:38 +09:00
Hajime Hoshi
43ec1e7fb3
input: Refactoring: Make Touch a struct
2019-03-31 01:14:49 +09:00
Hajime Hoshi
853dbdf19d
input: Refactoring
2019-03-31 00:45:52 +09:00
Hajime Hoshi
7445144194
Move graphicsdriver.GrapahicsDriver to driver.Graphics
2019-03-30 22:38:02 +09:00
Hajime Hoshi
f2e42c3ea1
ui: Remove dependencies on driver package
2019-03-30 21:59:11 +09:00
Hajime Hoshi
d6d57fdadf
ui: Refactoring
2019-03-28 03:36:31 +09:00
Hajime Hoshi
8ec7ae4c08
Rename drivers -> driver
2019-03-28 01:48:45 +09:00
Hajime Hoshi
5e38f81462
Create packages drivers having actual drivers
2019-03-25 00:29:56 +09:00
Hajime Hoshi
dbc3461628
ui: Use flexbox for centering
2019-03-20 01:44:36 +09:00
Hajime Hoshi
a3882dbc37
ui: Bug fix: devicescale.GetAt must be called on the main thread
2019-03-12 00:28:37 +09:00
Hajime Hoshi
f56c3bd096
ui: Unexport SetWindowResizable ( #320 )
2019-02-25 02:19:47 +09:00
Hajime Hoshi
ea7c2f8da3
ui: Bug fix: Wrong assumption that the position was always >= 0
2019-02-24 23:34:36 +09:00
Hajime Hoshi
ba59cdbc5f
ui: Bug fix: The window must be shown on the current monitor ( #829 )
2019-02-24 23:26:07 +09:00
Hajime Hoshi
288e0a33ba
ui: Bug fix: SetSizeCallback must be effective only when the window is resizable
...
This is not a perfect solution but at least this fixes the
regression.
Fix #819
2019-02-24 03:25:38 +09:00
Hajime Hoshi
a3eddeb50f
Improve panic messages
2019-02-06 23:43:03 -10:00
Hajime Hoshi
5be567d58f
ui: Implement restoring context lost on browsers correctly
...
Fixes #734
2019-02-01 01:20:40 +09:00
Hajime Hoshi
ba47a19b17
mobile: Bug fix: error must be received without waiting for renderCh
...
Even when error happens, the error was not received when renderCh
received. This was the cause of freezing when error happens.
2019-01-28 12:32:48 +09:00
Hajime Hoshi
248f51cc02
ui: Fix comments
2019-01-17 23:40:33 +09:00