Hajime Hoshi
c6dd349338
internal/glfw: Refactoring
2021-08-09 14:55:10 +09:00
Hajime Hoshi
bcb30f8595
Update go-gl/glfw for GLFW 3.3.4
2021-07-27 12:54:11 +09:00
Hajime Hoshi
1706d9436a
ebiten: Add FPSModeType, FPSMode, SetFPSMode, and ScheduleFrame
...
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
50320eeb5b
internal/glfw: Bug fix: Crash after disconnecting a gamepad on Windows (Wine)
2021-07-21 17:50:47 +09:00
Hajime Hoshi
93a156a718
internal/uidriver/glfw: Use glfwGameGamepadState
...
This change replaces the usage of gamepaddb package with glfwGetGamepadState.
Updates #1557
2021-07-21 16:09:30 +09:00
Hajime Hoshi
aa694be6f6
ebiten: Add the standard gamepad layout
...
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
342bf6ae7e
Update GLFW: suppress joystick issue at PollEvents
...
Updates #1229
2021-07-15 11:19:39 +09:00
Hajime Hoshi
ec5b034cbf
Update GLFW: suppress joystick issue (again)
...
Updates #1229
2021-07-15 01:02:57 +09:00
Hajime Hoshi
66dbca7fdd
Update GLFW: suppress joystick issue
...
Updates #1229
2021-07-14 23:54:48 +09:00
Hajime Hoshi
49c3c30c79
ebiten: Add IsWindowBeingClosed / SetWindowClosingHandled / IsWindowClosingHandled
...
IsWindowBeingClosed reports whether the window is being closed by
the user.
SetWindowClosingHandled sets whether the window closing is handled
or not. If the state is true, the window is not closed immediately
by the user and the game can handle the closing state. In this case,
the Update function should return an error in order to end the game.
This change also adds examples/windowclosing.
Closes #1574
2021-06-14 02:29:11 +09:00
Hajime Hoshi
bceb512e78
internal/glfw: Bug fix: build failure with GOOS=js
...
Updates #1672
2021-06-13 22:59:57 +09:00
Hajime Hoshi
ed6756662a
internal/glfw: Clean up the code
...
Updates #1672
2021-06-13 22:48:27 +09:00
Hajime Hoshi
3c2d562967
internal/glfw: Bug fix: NewCallbackCDecl objects were leaked
...
Callbacks created by NewCallbackCDecl were never released and then
they are leaked, especially when the window size was changed by
SetWindowSize on Windows.
This change defines new callback ID types with uintptr, and reuse
the callbacks.
Closes #1672
2021-06-13 22:23:01 +09:00
Hajime Hoshi
0cea5f2f1a
internal/glfw: Remove one of go-vet warnings
2021-06-13 14:41:39 +09:00
Hajime Hoshi
b54ad73a2b
Add go:build comments with go1.17beta1 fmt
2021-06-11 01:11:46 +09:00
Hajime Hoshi
61c0908b13
internal/glfw: Refactoring
2021-04-18 03:33:01 +09:00
Hajime Hoshi
f62576d88d
internal/glfw: Add tools.go to keep go.sum
2021-04-17 20:24:39 +09:00
Hajime Hoshi
855edcd2ff
internal/glfw: Update Dockerfile and regenerate DLLs
2021-04-17 20:11:10 +09:00
Hajime Hoshi
99b2b5c1ee
internal/glfw: Bug fix: compile error on Windows
...
Updates #1385
2021-04-17 04:24:19 +09:00
Hajime Hoshi
9b6ba5ed2c
ebiten: Add {Set,}WindowSizeLimits
...
Closes #1385
2021-04-17 03:58:06 +09:00
Hajime Hoshi
d00d0c8556
ebiten: Add CursorShape/SetCursorShape/CursorShapeType
...
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
052947d7b7
internal/glfw: Update GLFW to 3.3.3 for Windows
...
Closes #1523
2021-03-09 02:19:34 +09:00
Hajime Hoshi
d913e66cd9
Revert "uidriver/glfw: Bug fix: Do not iconify the fullscreen window automatically"
...
This reverts commit 61bf10e73e
.
Reason: This prevents the app from iconifying when toggling apps.
Updates #1405
Closes #1504
2021-02-23 20:13:21 +09:00
Hajime Hoshi
18d526c2d3
internal/uidriver/glfw: Bug fix: Crash when returning from fullscreen
...
ForceUpdate was called unexpectedly inside Update. This caused the
race condition.
Closes #1505
2021-02-23 16:52:12 +09:00
Hajime Hoshi
b9907c03fa
glfw: Create a DLL file atomically by renaming the file
...
Fixes #1393
2020-11-02 22:55:08 +09:00
Hajime Hoshi
5b8370298a
glfw: Use os.UserConfigDir for GLFW DLL instead of temporary directories
...
As of this change, Ebiten requries Go 1.13 due to os.UserConfigDir.
Fixes #1393
2020-11-01 17:51:44 +09:00
Hajime Hoshi
61bf10e73e
uidriver/glfw: Bug fix: Do not iconify the fullscreen window automatically
...
Fixes #1405
2020-10-27 03:14:55 +09:00
Hajime Hoshi
dc288d37f8
Bug fix: Compile error for Wasm
2020-10-07 02:23:45 +09:00
Hajime Hoshi
ee4ebaaa95
Clean up the 'js' build tags
...
Updates #1129
2020-10-07 02:07:03 +09:00
Hajime Hoshi
51f06139a6
uidriver/glfw: Bug fix: Treat X scale (HiDPI) correctly
...
Fixes #1350
2020-09-19 01:24:18 +09:00
Hajime Hoshi
760225df75
glfw: Replace the pointer size calc with bits.UintSize / 8
...
Updates #1306
2020-09-04 01:18:42 +09:00
Hajime Hoshi
ee15e06c50
glfw: Remove some suspicious codes depending on the memory layout
2020-09-04 01:10:39 +09:00
Hajime Hoshi
a3b41515a9
ui: Replace the native window's type (unsafe.Pointer) with uintptr
...
Updates #1306
2020-09-04 00:51:48 +09:00
Hajime Hoshi
77fa0cb9ef
ui: Add SetInitFocused
...
Fixes #769
2020-08-23 02:19:09 +09:00
Hajime Hoshi
7307a148f5
glfw: Use Dockerfile for ease to generate the embedding files for Windows
...
As MinGW version is specified, the result should be more deterministic.
Fixes #1201
2020-08-14 01:34:58 +09:00
Hajime Hoshi
d73472f4f2
Use the library style of file2byteslice
2020-08-14 00:50:09 +09:00
Hajime Hoshi
3eaa7dd0e1
uidriver/glfw: Set No-API when creating a hidden window first
...
GLFW tries to create an OpenGL context by default when creating a
window. This is not necessary when OpenGL is not used. This is an
optimization by skipping to create an OpenGL context if possible.
2020-07-05 15:01:06 +09:00
Hajime Hoshi
7ac6b0bfa3
Update dependencies
2020-03-31 03:32:38 +09:00
Hajime Hoshi
63caca720b
ui: Bug fix: Compile error on Windows
2020-03-21 22:16:23 +09:00
Hajime Hoshi
f317f3b5fd
ui: Add fuctions to maximize or minimize the window
...
This change adds these functions:
* MaximizeWindow
* IsWindowMaximized
* MinimizeWIndow
* IsWindowMinimized
* RestoreWindow
Fixes #994
2020-03-21 22:13:58 +09:00
Hajime Hoshi
4ef3b3e804
ui: Add SetWindowFloating / IsWindowFloating
...
Fixes #880
2020-03-20 22:16:27 +09:00
Hajime Hoshi
c166fe8eea
Update GLFW to v3.3.2
...
Fixes #1086
2020-02-23 03:10:38 +09:00
Hajime Hoshi
099ce1b3b4
Revert "ui: Add SetInitFocused"
...
This reverts commit bb04fc8a29
.
Reason: glfw.Focused / glfw.FocusOnShow did not work
Updates #769
2020-02-10 01:10:40 +09:00
Hajime Hoshi
bb04fc8a29
ui: Add SetInitFocused
...
Updates #769
2020-02-09 23:45:59 +09:00
Jake Bentvelzen
c17946bb82
ui: Add GamepadGUID and GamepadName functions ( #1035 )
...
Fixes #1034
2020-01-09 22:11:32 +09:00
Zachary Burkett
ed19d6fae9
Add cursor capture functionality ( #1016 )
...
Fixes #1016
2019-12-14 12:30:03 +09:00
Hajime Hoshi
0ec447e0d0
ui: Add SetScreenTransparent / IsScreenTransparent
...
Fixes #1001
2019-12-01 03:31:32 +09:00
Hajime Hoshi
e0d780b029
uidriver/glfw: Enable to call SetWindowDecorated after Run
...
Fixes #556
2019-11-26 11:46:18 +09:00
Hajime Hoshi
995ba3afcf
glfw: Update GLFW 3.3
2019-11-26 11:21:07 +09:00
Hajime Hoshi
a040aae83b
glfw: Update to GLFW 3.3
...
Fixes #1000
2019-11-26 01:19:20 +09:00