Hajime Hoshi
a3ba83c5da
internal/ui: bug fix: an error was ignored
2023-10-24 14:44:53 +09:00
Hajime Hoshi
f2acc3d9f7
internal/ui: refactoring
2023-10-24 14:38:23 +09:00
Hajime Hoshi
2eca476054
internal/ui: bug fix: EndFrame was not called when layoutGame returned 0s
2023-10-24 02:31:05 +09:00
Hajime Hoshi
b94c3fa9bb
internal/atlas: split EndFrame into EndFrame and SwapBuffers
...
This enables to do something asynchronously while executing SwapBuffers
in a different goroutine.
This is a preparation for HandleInput.
Updates #1704
2023-10-24 00:22:04 +09:00
Hajime Hoshi
e80e981bf5
internal/atlas: let callers retry ReadPixels instead of blocking
...
This is a preparation to implement HandleInput, which might call
(*Image).At in its callback.
Updates #1704
2023-10-20 02:30:32 +09:00
Hajime Hoshi
da979a3ab2
internal/buffer, internal/mipmap: remove Shader
2023-10-19 00:52:32 +09:00
Hajime Hoshi
8274b32301
internal/graphicslibrary: refactoring: remove IsGL and IsDirectX
2023-10-15 17:30:16 +09:00
Hajime Hoshi
83a4133577
internal/ui: refactoring: remove globalState
2023-10-15 16:51:16 +09:00
Hajime Hoshi
27fd10595b
internal/ui: refactoring: reduce global functions and prefer Get()
2023-10-15 03:40:48 +09:00
Hajime Hoshi
69f1fa5f29
internal/ui: unify the receivers for UI
2023-10-15 02:51:23 +09:00
Hajime Hoshi
82f2319020
internal/hook: rename hooks -> hook
2023-10-06 13:58:00 +09:00
Hajime Hoshi
aa55953c11
internal/ui: replace (*userInterface).err with (*globalState).err
2023-10-05 00:45:04 +09:00
Hajime Hoshi
8c25b07336
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
2023-09-17 14:58:32 +09:00
Hajime Hoshi
3869e2e4f6
internal/ui: refactoring: integrate the render thread usages into internal/graphicscommand
...
Updates #2664
2023-07-30 03:50:49 +09:00
Hajime Hoshi
929539b66e
add exp/textinput package
...
This works only for macOS and browsers so far.
Updates #1029
2023-07-05 02:09:04 +09:00
Hajime Hoshi
b40c5b1e99
internal/ui: catch an error at At at updateIconIfNeeded
...
Closes #2647
2023-04-20 00:59:14 +09:00
Hajime Hoshi
b79f0394cc
internal/ui: refactoring: allow slices in InputState
2023-01-22 01:28:57 +09:00
Hajime Hoshi
d53803615a
internal/ui: merge a window-closing state into an input state
2023-01-21 23:42:48 +09:00
Hajime Hoshi
7418576c16
internal/ui: re-enable skipping to render the final screen when possible
...
With Metal, nextDrawable could return immediately when a command buffer
is empty. To avoid high CPU usage, this change adds a slight sleep in
this case.
With DirectX, Present waits for a while even though nothing is updated,
then that's fine.
Updates #2341
Updates #2342
Updates #2520
2023-01-03 23:09:28 +09:00
Hajime Hoshi
70bcec189d
internal/ui: refactoring
2023-01-03 01:43:55 +09:00
Hajime Hoshi
e4b15faefe
internal/ui: bug fix: wrong condition
2023-01-03 01:28:51 +09:00
Hajime Hoshi
bbc82ef2db
internal/ui: skip rendering onto the final framebuffer only for OpenGL
...
This was reverted at a049acd94e
but now
I've confirmed this is not problematic only with OpenGL.
Updates #2341
Updates #2342
2023-01-03 01:24:53 +09:00
Hajime Hoshi
a049acd94e
internal/ui: disable the optimization to skip rendering offscreen
...
This caused some issues in various environments. Until we find a good
solution, let's disable this.
Updates #2341
Updates #2342
Closes #2518
2023-01-02 23:14:03 +09:00
Hajime Hoshi
34941ca083
all: separate the rendering thread from the main thread
...
Updates #1704
Closes #2512
2022-12-30 22:57:34 +09:00
Hajime Hoshi
7e7deeab22
internal/ui: bug fix: SetWindowIcon crashed in the single-thread mode
...
Updates #1468
Closes #2513
2022-12-30 00:01:11 +09:00
Hajime Hoshi
5e17791e4e
internal/ui: bug fix: an offscreen was broken with SetScreenClearedEveryFrame(false)
...
Updates #2500
Closes #2510
2022-12-29 14:57:07 +09:00
Hajime Hoshi
5e7ec81f5c
internal/ui: rename functions
2022-12-27 12:54:01 +09:00
Hajime Hoshi
d3655940bd
internal/ui: bug fix: input states must be updated before the hook
...
Closes #2502
2022-12-21 11:46:58 +09:00
Hajime Hoshi
38f802cb40
internal/ui: simplify the logic of skipping rendering
2022-12-20 11:34:47 +09:00
Hajime Hoshi
59295cc85f
internal/ui: bug fix: input state should be reset for each tick, not frame
...
Before this change, input states were reset for each frame. When FPS
is bigger than TPS, the input state was reset more often than expected
and then some inputs were missing.
This change fixes the issue by resetting input states not for each frame
but for each tick.
This change also updates some comments of the input API.
Updates #2496
Closes #2501
2022-12-20 10:07:19 +09:00
Hajime Hoshi
3eb2b480be
internal/ui: bug fix: adjust the max skip count for fullscreening
...
Closes #2500
2022-12-20 02:46:45 +09:00
Hajime Hoshi
d1b9a0a9a1
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
2022-12-18 23:54:43 +09:00
Hajime Hoshi
61f1d8b69f
internal/graphics: remove the common vertices backend
...
It was actually impossible to use the common vertices backend in a
thread-safe manner, and actually this caused race conditions.
This changes fixes the issue by giving up a central backend, and
letting images have their own vertices buffer.
Closes #2473
2022-12-03 01:02:23 +09:00
Hajime Hoshi
0d6b42fedd
internal/ui: refactoring: keep screen/offscreen sizes as float64
...
Updates #2285
2022-11-09 01:18:41 +09:00
Hajime Hoshi
066029539e
internal/ui: clean-up code
...
A callback is preferred to a dirty flag.
Updates #2341
2022-10-28 19:07:37 +09:00
Hajime Hoshi
b019a3723a
internal/ui: optimize GPU usages when the screen doesn't have to be updated
...
This change skips rendering when 1) the screen is not cleared every frame
(`SetScreenClearedEveryFrame(false)`) and 2) Draw doesn't draw anything
onto the screen. The GPU usages decreased on some machines (e.g. GPU usage
was 10% with an empty Ebitengine project and became 2-3 % on a Windows
machine).
Updates #2341
2022-10-28 18:51:06 +09:00
Hajime Hoshi
3b7bc2fc57
internal/ui: remove unnecessary comments
2022-10-23 00:39:37 +09:00
Hajime Hoshi
fc2f999ebf
internal/ui: refactoring: separate globalState into a new file
2022-10-23 00:11:35 +09:00
Hajime Hoshi
9ec23ddeb4
ebiten: add DrawTrianglesOptions.AntiAlias
and DrawTrianglesShaderOptions.AntiAlias
...
Closes #2385
2022-10-21 02:07:41 +09:00
Hajime Hoshi
2855095ac9
all: unify terms for buffers and flushing
2022-10-16 19:47:00 +09:00
Hajime Hoshi
32a2a705c0
internal/ui: flush the cache of the final screen after DrawScreen
...
The screen image might have a cache in the future.
Updates #2385
2022-10-15 01:59:53 +09:00
Hajime Hoshi
f15536e8de
ebiten: refactoring: remove imageDumperGame
...
This enables passing the user's Game to internal/ui without wrapping.
This is necessary to check whether the user's Game implements an
optional function or not.
Updates #2046
2022-10-14 02:58:31 +09:00
Hajime Hoshi
25ae96db89
internal/ui: move screenScaleAndOffsets to the ebiten package
...
Updates #2046
2022-10-14 01:58:07 +09:00
Hajime Hoshi
03621e22c6
internal/ui: remove unnecessary mutex
...
Now (*context).updateFrame and (*context).adjustPosition are not called
in parallel even though the goroutines might be different.
2022-10-14 01:47:52 +09:00
Hajime Hoshi
4bd3a9ef8f
internal/ui: refactoring: move the screen rendering logic to ebiten package
...
Updates #2046
2022-10-14 00:34:40 +09:00
Hajime Hoshi
08e6f5af86
internal/graphicsdriver: remove FramebufferYDirection
2022-10-14 00:05:59 +09:00
Hajime Hoshi
c23af8fa3a
internal/ui: remove unnecessary comments
2022-10-13 12:28:32 +09:00
Hajime Hoshi
30088cf602
internal/ui: refactoring: reduce uniform variable
...
This might degrade performance, but can demonstrate how to get the
scale of the screen.
Updates #2046
2022-10-13 00:59:51 +09:00
Hajime Hoshi
91275e8fc2
internal/ui: add comments
...
Updates #1431
2022-10-12 02:46:08 +09:00
Hajime Hoshi
9c07b20f2b
internal/ui: remove an odd cast
2022-10-02 23:20:16 +09:00