Hajime Hoshi
960b3796b2
internal/shader: Bug fix: Treat a non-typed consntat argument as a float
...
Closes #1874
2021-11-14 15:49:30 +09:00
Hajime Hoshi
97af84c32a
internal/uidriver/glfw: Bug fix: Crashed a transparent button with the green button
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Updates #1822
Closes #1857
2021-10-31 18:22:12 +09:00
Hajime Hoshi
afded3c711
internal/atlas, initernal/graphics: Bug fix: Needed to reset 'notFullyUsedTime'
2021-10-31 18:22:03 +09:00
Hajime Hoshi
afa1d9ce2a
internal/uidriver/glfw: Wait for a FramebufferSize callback for the initial temporary window
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Updates #1847
2021-10-13 00:16:56 +09:00
Hajime Hoshi
f2e2b154de
internal/uidriver/glfw: Bug fix: Wait for FramebufferSize callback after a window creation
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Closes #1847
2021-10-13 00:05:02 +09:00
Hajime Hoshi
57f3766a9c
internal/uidriver/glfw: Bug fix: Adjust the window size along with the device scale
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After this change, UserInterface's windowWidth and windowHeight are
now windowWidthInDP and windowHeightInDP in device-independent pixels.
Closes #1844
2021-10-10 14:30:54 +09:00
Hajime Hoshi
da5843c1eb
internal/uidriver/glfw: Bug fix: Get the correct initial monitor and its scale
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Before this fix, Win32API is used to get the current monitor. This
might not work and return an unexpected monitor on some machines after
the runloop starts.
Instead, use the current window to get the current monitor correctly
instead of the Win32APIs. To get the initial monitor, the API
ForegroundWindow is still used.
Updates #1584
Updates #1844
2021-10-09 18:18:36 +09:00
Hajime Hoshi
1b28002a93
Update Oto to v2.1.0-alpha.2
2021-10-01 00:04:34 +09:00
Hajime Hoshi
1ededbd9d9
internal/uidriver/glfw: Bug fix: Do not hide the window after its creation
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Closes #1829
2021-09-29 01:00:34 +09:00
Hajime Hoshi
1cd3a93809
vector: Fix comments
2021-09-26 01:13:12 +09:00
Hajime Hoshi
f5c790c671
Update version to v2.2.0-rc.1
2021-09-25 14:31:24 +09:00
Hajime Hoshi
56c5bec908
internal/gamepaddb: Do not fetch the database file on go:generate
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This is too aggressive and sometimes risky to update the database
file always when go-generate is executed.
2021-09-25 04:03:19 +09:00
Hajime Hoshi
9ab6758b7a
internal/gamepaddb: Remove some hacks for wrong formats
2021-09-25 03:56:06 +09:00
Hajime Hoshi
52d917eff0
go generate
2021-09-25 03:45:17 +09:00
Hajime Hoshi
77664ff057
internal/uidriver/glfw: Use the correct initial monitor on Linux/UNIX
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Closes #1827
2021-09-25 02:48:13 +09:00
Hajime Hoshi
23566a7d2e
internal/uidriver/glfw: Refactoring
2021-09-25 02:14:14 +09:00
Hajime Hoshi
a0be4a302c
internal/gamepaddb: Bug fix: A mapping for an axis/button might be missing
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Closes #1825
2021-09-25 00:58:06 +09:00
Hajime Hoshi
0d673a68ab
examples/blocks/blocks: Support standard gamepad axes
2021-09-24 23:35:01 +09:00
Hajime Hoshi
a7b5db6f65
internal/uidriver/glfw: Use GLFW's fullscreen when the window is transparent on macOS
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Closes #1822
2021-09-24 03:22:09 +09:00
Hajime Hoshi
159bc8dda1
examples/stars: Reduce the window size
2021-09-24 01:55:18 +09:00
Hajime Hoshi
cca2addb8a
Fix Oto issue on Windows
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Updates hajimehoshi/oto#151
2021-09-24 01:37:18 +09:00
Hajime Hoshi
2b6debf960
examples/windowsize: Bug fix: Wrong comment
2021-09-23 21:40:10 +09:00
Hajime Hoshi
f64a946052
internal/gamepaddb: Use XInput's trigger threshold
2021-09-23 15:25:27 +09:00
Hajime Hoshi
226378da88
internal/gamepaddb: Bug fix: ButtonValue must return [0, 1]
2021-09-23 15:18:16 +09:00
Hajime Hoshi
0fdec144ef
Update the overview
2021-09-23 14:18:26 +09:00
Hajime Hoshi
263276c5ab
internal/uidriver/glfw: Refactoring
2021-09-23 02:48:22 +09:00
Hajime Hoshi
422387c7cd
internal/uidriver/glfw: Refactoring
2021-09-23 02:03:37 +09:00
Hajime Hoshi
f00bdc99f7
examples: Change the sample rate to 48000
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Closes #1649
2021-09-23 01:36:00 +09:00
Hajime Hoshi
4b64eadfe5
internal/mipmap, internal/atlas: Integrate for-loops for color scaling
2021-09-23 00:28:20 +09:00
Hajime Hoshi
8063f2050c
internal/graphicscommand: Optimize flush
2021-09-23 00:03:41 +09:00
Hajime Hoshi
7675e2735b
internal/graphicscommand: Refactoring: Do not you 'int' as a variable name
2021-09-22 23:39:56 +09:00
Hajime Hoshi
683da479c7
.github/worksflows: Bug fix: wasmbrowsertest doesn't support -shuffle yet
2021-09-22 20:09:31 +09:00
Hajime Hoshi
3cb5f78036
.github/worksflows: Bug fix: Add =on to -shuffle
2021-09-22 19:58:34 +09:00
Hajime Hoshi
0c1449de5e
.github/worksflows: Add -shuffle
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Closes #1817
2021-09-22 19:50:05 +09:00
Hajime Hoshi
f79acf9569
internal/mipmap: Bug fix: nil should be meaningful for a mipmap map
2021-09-21 00:46:11 +09:00
Hajime Hoshi
81fd7ab8f6
internal/mipmap: Create a mipmap map lazily
2021-09-20 23:27:14 +09:00
Hajime Hoshi
9dbff2cddd
internal/uidriver/glfw: Make SetFullscreen more responsive on macOS
2021-09-20 21:01:17 +09:00
Hajime Hoshi
07c8cb0e23
examples: Misspelling (//go:generated -> //go:generate)
2021-09-20 15:23:43 +09:00
Hajime Hoshi
537bdb29f8
examples: Update comments
2021-09-20 15:16:09 +09:00
Hajime Hoshi
c279d0c1cf
Update dependencies
2021-09-19 18:29:15 +09:00
Hajime Hoshi
0ac4c7323f
internal/uidriver/glfw: Bug fix: Potential crash when xgb.NewConn fails
2021-09-19 18:23:51 +09:00
Hajime Hoshi
65c2fd4bcd
ebiten: Bug fix: Test compile error
2021-09-19 17:54:13 +09:00
Hajime Hoshi
39dc58658f
examples/windowsize: Add -autorestore
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Closes #1610
2021-09-19 17:50:55 +09:00
Hajime Hoshi
69300f0c4e
examples/windowsize: Rename -screentransparent -> -transparent
2021-09-19 17:49:03 +09:00
Hajime Hoshi
42cd923418
ebiten: Add FillRule
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Closes #1715
2021-09-19 17:17:00 +09:00
Hajime Hoshi
8ed55ef42d
internal/uidriver/glfw: Use the window size on a native fullscreen
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Updates #1745
2021-09-19 00:35:18 +09:00
Hajime Hoshi
f0395dd329
internal/uidriver/glfw: Skip adjusting the view size with OpenGL
2021-09-18 23:59:37 +09:00
Hajime Hoshi
188e80d2f7
internal/uidriver/glfw: Bug fix: FPS is dropped when pressing the green button
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Updates #1745
2021-09-18 22:16:21 +09:00
Hajime Hoshi
1a7cf7b3b8
internal/glfw/glfw: Modify GLFW for Windows to make the window non-floating
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Closes #1506
2021-09-18 20:47:26 +09:00
Hajime Hoshi
7be00d79e8
internal/uidriver/glfw: Fix unstable FPS on fullscreen on macOS
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FPS was unstable on fullscreen mode i.e., when the view size is the
same as the monitor size.
By using a little different size view, FPS becomes stable.
Updates #1745
2021-09-18 19:22:09 +09:00