Commit Graph

8443 Commits

Author SHA1 Message Date
Hajime Hoshi
a4c874a230 update dependencies 2023-09-24 23:41:22 +09:00
Hajime Hoshi
b590ee337e internal/graphicsdriver/metal/mtl: bug fix: fail to resolve Metal.framework path with Xcode 15
Updates #2732
Closes #2784
2023-09-24 16:16:55 +09:00
Hajime Hoshi
75f3fbfe7b all: update Oto and PureGo for an iOS 17 issue
Closes #2773
2023-09-23 00:04:06 +09:00
Hajime Hoshi
230fe02512 all: bug fix: update gomobile for an Xcode 15 issue
Closes #2772
2023-09-22 23:45:38 +09:00
Hajime Hoshi
7b8bdd0ee9 all: bug fix: update gomobile to resolve dependencies
Closes #2769
2023-09-21 20:32:47 +09:00
Hajime Hoshi
3608aac5ca cmd/ebitenmobile: bug fix: accessing a view property caused deadlock on iOS
This change delays the initialization of the view until viewDidLoad is
called AND mobile.SetGame is called.

Closes #2768
2023-09-21 19:31:50 +09:00
Hajime Hoshi
6016c934f5 internal/ui: bug fix: setRunning(true) must be called after the main thread is set
Some functions like ebiten.SetCursorMode use `running` to detect
whether the game starts or not. If the game starts, the main thread
must exist, but there was a timing when `running` was true but the
main thread didn't exist.

This change fixes this issue by changing the timing to call
`setRunning(true)` after the main thread initialization and before
`initOnMainThread`. `initOnMainThread` assumes that `running` is
true.

Closes #2742
2023-09-02 04:26:38 +09:00
Hajime Hoshi
86197136d9 audio: bug fix: deadlock between a player and a context
Closes #2737
2023-08-29 14:53:04 +09:00
Hajime Hoshi
c87ce07212 ebiten: bug fix: DrawImage/DrawRectShader unexpectedly modified the given options
Closes #2733
2023-08-27 01:44:40 +09:00
Hajime Hoshi
65fb8fc222 all: bug fix: relative paths for dlopen didn't work on macOS Sonoma
Closes #2732
2023-08-26 14:54:14 +09:00
Hajime Hoshi
a5af6dc0a9 internal/atlas: bug fix: possible overflowing on 32bit machines
Closes #2728
2023-08-19 01:50:42 +09:00
Hajime Hoshi
14c03e9aec .github/workflows: support Go 1.21 2023-08-09 00:30:24 +09:00
Hajime Hoshi
49391cfc39 .github/workflows: bug fix: the format of go.dev/VERSION has changed 2023-08-09 00:10:54 +09:00
Hajime Hoshi
e2856f55f1 update golang.org/x/image
This is for https://pkg.go.dev/vuln/GO-2023-1990
2023-08-04 01:54:42 +09:00
Hajime Hoshi
1ec6eee65f .github/workflows: update Go versions 2023-08-04 01:54:19 +09:00
Hajime Hoshi
a5923f3847 update Oto to v2.4.1 2023-07-25 00:05:08 +09:00
Hajime Hoshi
f0db4e3009 update Oto and purego
Updates #2700
2023-07-23 00:11:46 +09:00
Hajime Hoshi
b9f4dc0c95 .github/workflows: add Go 1.21 2023-07-22 00:47:34 +09:00
Hajime Hoshi
4a6ec0ee00 update purego to v0.4.0-rc.1
Updates #2700
2023-07-22 00:47:34 +09:00
Hajime Hoshi
4e2f2bb3ab .github/workflows: update Go versions 2023-07-12 12:01:55 +09:00
Hajime Hoshi
e69ada7f5c .builds: use fedora/latest again
This was fixed at 6b1f66e9ea.

Updates #2688
2023-07-06 18:27:59 +09:00
Hajime Hoshi
cbeab36fd2 .builds: change the image name for Fedora
Updates #2688
2023-07-01 00:38:27 +09:00
divVerent
0439167637 mobile/ebitenmobileview: Android: include keypress runes even for unmapped keys. (#2685)
Note that this is a theoretical bug - I do not have a keyboard I can
reproduce this. However, if I remove a key from genkeys.go, pressing
that key will, after this change, still emit its character to
AppendInputChars.

Thus, this better supports "odd" international keyboards.

Also, make the updateInput calls more consistent - always one call per
event. This should change no behavior, but should be more debuggable.

Closes #2684
2023-06-24 21:33:54 +09:00
divVerent
1b9a7439f4 mobile/ebitenmobileview: make runes a parameter. (#2683)
This prevents duplicate input characters due to concurrent touch events.

Closes #2682
2023-06-24 13:41:41 +09:00
Hajime Hoshi
6566a6d63f .github/workflows: reenable 32bit Linux building
Closes #2667
2023-06-24 02:51:45 +09:00
Hajime Hoshi
4e535aa1a6 .github/workflows: update Go versions 2023-06-24 02:50:05 +09:00
divVerent
2942fa56c1 internal/ui: compute antialias region size correctly. (#2681)
Closes #2679
2023-06-24 02:26:18 +09:00
Hajime Hoshi
038cacf97f examples/shader: make the default shader deterministic
Updates #1431
Updates #2638
2023-05-04 23:49:02 +09:00
Hajime Hoshi
1de600e397 .github/workflows: update 2023-05-04 23:45:22 +09:00
Hajime Hoshi
96f9ea1b2e examples/shader: bug fix: wrong usages of position
Closes #2638
Updates #1431
2023-05-04 23:45:18 +09:00
Hajime Hoshi
dad36c8de8 internal/shader: bug fix: a swizzling 'r' didn't work for vec2
Closes #2652
2023-04-23 21:29:47 +09:00
Hajime Hoshi
420e24f4be .github/workflows: update Go versions 2023-04-10 15:30:40 +09:00
Hajime Hoshi
6f3ef30180 internal/ui: bug fix: wrong mouse cursor movement calculation
Closes #2634
2023-04-10 15:26:28 +09:00
Hajime Hoshi
3f2195178f internal/processtest: add a test for #2620
Updates #2620
2023-04-01 03:59:18 +09:00
Hajime Hoshi
e41c2c79fe internal/ui: a more robust fix for the unfocused-window loop
Depending on the member variable bufferOnceSwapped is a little fragile.
Detect whether the window is shown or not instead.

Updates #2620
2023-04-01 03:37:44 +09:00
Hajime Hoshi
2698c6f2c1 internal/ui: bug fix: an unfocused window should not wait until buffers are swapped once
On macOS, a window is hidden until buffers are swapped once. If a game is
not runnable on unfocused, as the window is hidden and unfocused, the
waiting loop for a window never ends.

This change fixes the issue by changing the loop condition.

Closes #2620
2023-04-01 03:04:41 +09:00
Hajime Hoshi
140c1ea6c9 ebiten: update documents 2023-03-23 19:56:36 +09:00
Hajime Hoshi
acf05b8d2b ebiten: update comments
Updates #2171
2023-03-20 11:05:28 +09:00
Hajime Hoshi
337cde76b4 ebiten: add comments at ColorScale.Scale
Updates #2171
2023-03-20 10:58:06 +09:00
Hajime Hoshi
8e2955f9c9 ebiten: update comments for ColorM
Updates #2171
2023-03-18 11:24:36 +09:00
Hajime Hoshi
19bd785fc4 vector: bug fix: compile error for tests 2023-03-18 11:13:31 +09:00
Hajime Hoshi
83dfc12e49 ebitenutil: use vector's functions again but with anti-alias false
This is basically a revert for bf63d2310d.

As anti-alias options are added to the vector package's functions, we
should be able to emulate the same thing without performance penalty.

Updates #2605
Updates #2606
2023-03-18 11:10:34 +09:00
Hajime Hoshi
ca3049a25d vector: add anti-alias options to the utility functions
Closes #2606
2023-03-18 11:05:01 +09:00
Hajime Hoshi
def468571e ebitenutil: add comments and use ColorScale
Updates #2605
2023-03-18 10:42:28 +09:00
Hajime Hoshi
a95ea252dd ebitenutil: revert the implementation of Draw* functions
Using vector functions caused unexpected increase of draw calls.
Revert the Draw* functions to use regular DrawImage/DrawTriangles.

Closes #2605
2023-03-18 10:27:41 +09:00
Hajime Hoshi
796fe13cc5 internal/gamepad: bug fix: possible crash at iterating gamepads
Closes #2603
2023-03-17 11:41:02 +09:00
Hajime Hoshi
73bb114b2a release v2.5.0-rc.1 2023-03-15 12:54:14 +09:00
Hajime Hoshi
faca493fbc go generate 2023-03-15 03:18:28 +09:00
Hajime Hoshi
e4aace6c40 examples/blend: shrink the window for small displays 2023-03-14 22:21:35 +09:00
Hajime Hoshi
3951df05c8 examples/audiopanning: fix the initial panning 2023-03-14 21:30:55 +09:00