Hajime Hoshi
d4b722eb06
ebiten: rename VibrateOptions.Intensity -> Magnitude
...
Updates #1452
2022-01-10 16:02:26 +09:00
Hajime Hoshi
ebb4851a32
internal/uidriver/js: bug fix: context might be nil before the loop starts
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Closes #1928
2022-01-03 15:17:30 +09:00
Hajime Hoshi
39ef252c2e
ebiten: Add VibrationOptions to specify intensity ( #1891 )
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Updates #1452
2021-12-04 22:14:02 +09:00
Hajime Hoshi
b6cf95f5bb
internal/uidriver/js: Optimization: Reduce the call of js.Value.Get
2021-11-12 02:48:58 +09:00
Hajime Hoshi
2aa232878d
ebiten: Add VibrateGamepad and implement this on browsers
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Updates #1452
2021-10-25 02:30:42 +09:00
Hajime Hoshi
7c6f2fd799
ebiten: Vibrate takes time durations instead of the options
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Android and browsers can specify only a time duration for vibration.
VibrateOptions is renamed to GamepadVibrateOptions for gamepads.
Updates #1452
2021-10-24 05:02:49 +09:00
Hajime Hoshi
b8a5ea7bd6
ebiten: Add Vibrate and VibrateOptions, and implement this on browsers
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Updates #1452
2021-10-24 01:05:33 +09:00
Hajime Hoshi
cc1ac47387
internal/uidriver: Fix comments
2021-09-13 21:53:02 +09:00
Hajime Hoshi
ea12ede127
ebiten: Add StandardGamepadButtonValue
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Closes #1721
2021-09-12 21:00:48 +09:00
Hajime Hoshi
f23dadb8ae
Add internal/gamepaddb ( #1805 )
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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
64ec626ca6
internal/uidriver/js: Optimize isFocused() by using bind
2021-09-04 19:20:24 +09:00
divVerent
7b11377bce
ebiten: Support updating the gamepad mapping ( #1775 )
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This is only supported on desktops yet (on mobile standard layout isn't
implemented yet, and on the web this is the browser's responsibility).
Closes #1723
2021-08-23 21:44:49 +09:00
Hajime Hoshi
0bc5166a36
driver: Refactoring: Rename functions
2021-08-05 01:29:45 +09:00
Hajime Hoshi
1706d9436a
ebiten: Add FPSModeType, FPSMode, SetFPSMode, and ScheduleFrame
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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
fee004c28d
internal/uidriver/js: Remove unnecessary event handlers
2021-07-23 11:23:01 +09:00
Hajime Hoshi
0ec5b7b857
internal/uidriver/js: Bug fix: Suppress warnings on SetFullscreen
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Closes #1727
2021-07-23 02:15:46 +09:00
Hajime Hoshi
2503323557
internal/driver: Add FPSMode
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Updates #1556
2021-07-23 00:47:09 +09:00
Hajime Hoshi
1fce527414
internal/uidriver/js: Use the same gamepad API on go2cpp
2021-07-20 23:10:56 +09:00
Hajime Hoshi
8656786721
internal/uidriver/js: Refactoring: Detect the standard layout at update
2021-07-20 21:56:15 +09:00
Hajime Hoshi
f192971080
ebiten: Rename HasGamepadStandardLayoutMapping -> IsStandardGamepadLayoutAvailable
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Updates #1557
2021-07-20 02:46:12 +09:00
Hajime Hoshi
aa694be6f6
ebiten: Add the standard gamepad layout
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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
fcfdf9b2ba
Update URLs
2021-07-19 23:09:27 +09:00
Hajime Hoshi
dbcb220742
ebiten: Add GamepadAxisValue replacing GamepadAxis
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Updates #1718
Closes #1719
2021-07-19 01:22:35 +09:00
Hajime Hoshi
99a6b1b03e
internal/driver: Change some functions to Append*
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Updates #1692
2021-07-10 01:52:21 +09:00
Hajime Hoshi
8ff42f55a1
internal/graphicsdriver/opengl: Give up restorign on browsers
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Using restorable images is expensive as this sometimes requires to
load pixels from GPU. On browsers, just reloading the application
should be fine when the context lost happens.
Closes #1603
2021-06-26 16:54:21 +09:00
Hajime Hoshi
a627c41217
Remove support of Go 1.13 and Go 1.14
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Updates #1258
Updates #1415
Updates #1462
2021-06-07 21:44:22 +09:00
Hajime Hoshi
58843b68f9
internal/hooks: Enable to return error at suspend/resume audio
2021-05-04 23:09:01 +09:00
Tom Lister
bea5ab3335
internal/uidriver/glfw: Native macOS implementation for setting cursor shape ( #1624 )
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Updates #1624
2021-05-02 14:50:50 +09:00
Hajime Hoshi
b509ce523d
internal/uidriver/js: Bug fix: SetFullscreen didn't work on Safari
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Updates #1611
2021-04-28 23:28:58 +09:00
Tom Lister
5d3a76cbe6
internal/uidriver/js: Implement {Set,}Fullscreen for browsers ( #1623 )
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Closes #1611
2021-04-27 23:58:32 +09:00
Hajime Hoshi
74018348c0
internal/uidriver/js: Update the error message
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Updates #1604
2021-04-20 12:47:38 +09:00
Hajime Hoshi
191cc667e1
internal/uidriver/js: Add an error message when pointerlockerror happens
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Updates #1604
2021-04-20 12:22:33 +09:00
Hajime Hoshi
4cbbdbf518
internal/uidriver/js: Misspelling
2021-04-16 03:14:46 +09:00
Hajime Hoshi
20705d63a3
internal/uidriver/js: Refactoring
2021-04-16 03:13:12 +09:00
Hajime Hoshi
ead84553a0
internal/uidriver/js: Implement CursorModeCaptured
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Closes #1572
2021-04-16 03:09:24 +09:00
Hajime Hoshi
3c1226a227
internal/uidriver/js: Bug fix: SetCursorMode didn't work
2021-04-16 01:21:48 +09:00
Hajime Hoshi
d00d0c8556
ebiten: Add CursorShape/SetCursorShape/CursorShapeType
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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
4398a5e227
ebiten: Change the key name convention to follow the Web standard
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Closes #1394
2021-04-14 22:49:07 +09:00
Hajime Hoshi
ad3c76b6d9
internal/uidriver/js: Bug fix: CursorPosition crashed before the main loop on browsers
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Closes #1559
2021-04-07 03:07:09 +09:00
Hajime Hoshi
402e1a251a
internal/uidriver/js: Bug fix: CursorMode didn't work on go2cpp
2021-03-21 16:40:35 +09:00
Hajime Hoshi
599b3501fd
internal/uidriver/js: Bug fix: GamepadName and GamepadSDLID could return wrong values
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Updates #1472
2021-01-26 10:35:40 +09:00
Hajime Hoshi
b9a0906537
internal/uidriver/js: Bug fix: nil map
2021-01-26 10:26:52 +09:00
Hajime Hoshi
2dadfdb88e
internal/uidriver: Optimization
2021-01-26 01:02:24 +09:00
Hajime Hoshi
f1848a6d46
internal/uidriver/js: Optimization: Avoid creating new maps for initialization
2021-01-26 00:12:18 +09:00
Hajime Hoshi
e844c257f7
internal/uidriver/js: Bug fix: Compile error
2021-01-25 22:49:45 +09:00
Hajime Hoshi
10e5e9e633
internal/uidriver: Prepare the slice capacities
2021-01-25 22:47:44 +09:00
Hajime Hoshi
40e662d672
internal/uidriver: Optimization
2021-01-24 23:59:44 +09:00
Hajime Hoshi
a0a8d41ff6
uidriver/js: Force to update the screen when resizing
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Updates #1204
2021-01-18 01:17:58 +09:00
Hajime Hoshi
dd15927710
uidriver/js: Bug fix: IsFocused crashes on go2cpp
2021-01-03 17:53:21 +09:00
Hajime Hoshi
bb20c9719e
uidriver/js: Implement gamepads for go2cpp
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Updates #744
2020-12-27 20:10:45 +09:00