Hajime Hoshi
a62b8a00e7
internal/ui: use float64 for cursor positions internally
2023-09-17 03:43:18 +09:00
Hajime Hoshi
45acc2c5d8
internal/ui: reland: bug fix: disable window size limitation on fullscreen
...
Closes #2260
2023-09-16 16:49:49 +09:00
Hajime Hoshi
40fc96d78c
internal/ui: forbid a green button when a max window size limit is specified
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Updates #2260
2023-09-16 16:40:03 +09:00
Hajime Hoshi
128215eedd
Revert "internal/ui: bug fix: disable window size limitation on fullscreen"
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This reverts commit 9a5ef1b553
.
Reason: we should disable the green button instead
Updates #2260
2023-09-16 03:23:34 +09:00
Hajime Hoshi
657e4c2541
internal/ui: update a comment
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Closes #2240
2023-09-16 03:12:37 +09:00
Hajime Hoshi
619436a47b
internal/ui: refactoring: add monitor_glfw.go
2023-09-16 00:16:00 +09:00
Hajime Hoshi
dd2768d5f3
internal/ui: bug fix: introduce locks for monitors
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Updates #1853
2023-09-15 03:59:13 +09:00
Hajime Hoshi
32bd565df9
internal/ui: bug fix: setWindowMonitor was processed even when the same monitor was specified
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Updates #1835
2023-09-15 03:30:15 +09:00
Hajime Hoshi
b710ff17c8
internal/ui: bug fix: wait for a while after exiting fullscreen on macOS
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Closes #2758
2023-09-15 03:19:37 +09:00
Hajime Hoshi
90accfba1e
internal/ui: bug fix: do not call PollEvents on Windows and Linux
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Updates #2296
2023-09-15 03:11:58 +09:00
Hajime Hoshi
568e98ef1c
internal/ui: bug fix: call setOrigWindowPos on entering fullscreen
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Closes #2757
2023-09-15 02:53:38 +09:00
Hajime Hoshi
f7a801d591
internal/ui: refactoring
2023-09-15 02:45:31 +09:00
Hajime Hoshi
9a5ef1b553
internal/ui: bug fix: disable window size limitation on fullscreen
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Closes #2260
2023-09-15 02:19:20 +09:00
Hajime Hoshi
41c7852c7d
internal/ui: sort selectors in alphabetical order
2023-09-11 02:15:42 +09:00
TotallyGamerJet
5dc293fe4f
internal/ui: use new OBJC API ( #2750 )
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Updates #1162
2023-09-11 02:05:42 +09:00
Hajime Hoshi
f30a58a393
internal/ui: bug fix: disable global functions after the game termination
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Closes #2743
2023-09-02 15:38:41 +09:00
Hajime Hoshi
6e968558b1
internal/ui: bug fix: setRunning(true) must be called after the main thread is set
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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 04:24:51 +09:00
Ketchetwahmeegwun T. Southall
60b7de6a3c
ebiten: add APIs to treat monitors ( #2597 )
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This change adds these APIs:
* `type MonitorType`
* `func (*MonitorType) Bounds() image.Rectangle`
* `func (*MonitorType) Name() string`
* `func Monitor() *MonitorType`
* `func SetMonitor(*MonitorType)`
* `func AppendMonitors([]*MonitorType) []*MonitorType`
Closes #1835
2023-08-30 21:02:04 +09:00
Hajime Hoshi
534370f7b1
internal/graphics: enable to specify regions for each source image
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This is a preparation to specify different sizes of source images.
Updates #1870
2023-08-27 21:15:01 +09:00
Hajime Hoshi
a9b2f5f9ca
Revert "ebiten: panic if a non-existent uniform variable name is given"
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This reverts commit 1b8580fab7
.
Reason: some existing applications don't work with this fix.
Updates #2710
2023-08-24 14:15:19 +09:00
Hajime Hoshi
f81dbd9288
internal/graphicsdriver: flush commands asynchronously whenever possible
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Closes #2664
2023-07-30 22:44:13 +09:00
Hajime Hoshi
5a64f8299e
internal/thread: refactoring: add a common interface Thread
2023-07-30 22:42:24 +09:00
Hajime Hoshi
d13bea29dc
internal/ui: refactoring
2023-07-30 03:52:54 +09:00
Hajime Hoshi
3869e2e4f6
internal/ui: refactoring: integrate the render thread usages into internal/graphicscommand
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Updates #2664
2023-07-30 03:50:49 +09:00
Hajime Hoshi
1b8580fab7
ebiten: panic if a non-existent uniform variable name is given
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Closes #2710
2023-07-29 20:24:42 +09:00
Hajime Hoshi
0b1c7404d5
ebiten: use zero values for an unspecified uniform variable
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Closes #2709
2023-07-29 19:11:49 +09:00
Hajime Hoshi
d0e4023d88
internal/ui: add a length check for uniform variables
2023-07-29 18:59:36 +09:00
Hajime Hoshi
8b4c744ca8
internal/ui: rename a file
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Use `_linbsd.go` suffix for Linux and BSDs.
2023-07-23 02:29:57 +09:00
Hajime Hoshi
91e1c0ea29
ebiten: add more cursor shapes
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This change adds these new cursor shapes:
* CursorShapeNESWResize
* CursorShapeNWSEResize
* CursorShapeMove
* CursorShapeNotAllowed
Closes #2476
2023-07-23 00:49:45 +09:00
Hajime Hoshi
7a7d4fd91f
internal/ui: bug fix: need to delay to capture a cursor
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From the spec https://w3c.github.io/pointerlock/#extensions-to-the-element-interface ,
capturing a cursor might require a cooltime. This change adds a delay
to capture a cursor just after escaping from a capture.
Closes #2693
2023-07-07 01:24:02 +09:00
Hajime Hoshi
eb5c1ee818
internal/ui: bug fix: the original cursor position was not scaled correctly
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Updates #2690
2023-07-05 09:24:29 +09:00
Hajime Hoshi
929539b66e
add exp/textinput package
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This works only for macOS and browsers so far.
Updates #1029
2023-07-05 02:09:04 +09:00
Hajime Hoshi
1d02d20879
internal/ui: fix comments
2023-07-04 23:34:00 +09:00
divVerent
b96aea70f1
internal/ui: compute antialias region size correctly. ( #2681 )
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Closes #2679
2023-06-24 02:25:19 +09:00
Hajime Hoshi
0785502be3
internal/ui: refactoring
2023-05-09 00:35:54 +09:00
Hajime Hoshi
d2c991b774
all: refactoring: use image.Rectangle
2023-04-28 01:03:38 +09:00
Hajime Hoshi
00e45affe9
all: update OpenGL version from 2.1 to 3.2
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'texelFetch' requires OpenGLSL 1.30, which requires OpenGL 3.0+.
macOS might not support OpenGL 3.0 and 3.1, so adopt 3.2.
Updates #1431
2023-04-23 14:25:36 +09:00
Hajime Hoshi
b40c5b1e99
internal/ui: catch an error at At at updateIconIfNeeded
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Closes #2647
2023-04-20 00:59:14 +09:00
Hajime Hoshi
c00579509a
internal/ui: bug fix: wrong mouse cursor movement calculation
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Closes #2634
2023-04-10 15:25:04 +09:00
Hajime Hoshi
09d2459f1c
internal/ui: a more robust fix for the unfocused-window loop
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Depending on the member variable bufferOnceSwapped is a little fragile.
Detect whether the window is shown or not instead.
Updates #2620
2023-04-01 03:36:51 +09:00
Hajime Hoshi
db7c99fde8
internal/ui: bug fix: an unfocused window should not wait until buffers are swapped once
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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 03:01:59 +09:00
Hajime Hoshi
14b34a7b0a
internal/ui: typo
2023-03-31 03:21:48 +09:00
Hajime Hoshi
1999f8a024
internal/ui: use DirectX as a fallback for old Windows
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Initializing OpenGL can fail [1], though this is pretty rare. For such
this case, try DirectX as a fallback.
[1] https://answers.microsoft.com/en-us/windows/forum/all/my-drivers-dont-support-opengl/a1ee0267-4dc8-4385-a185-6ed322d78329
Updates #2613
2023-03-31 03:15:52 +09:00
Hajime Hoshi
370b7599bc
internal/graphicsdriver/directx: use OpenGL as the default on old Windows
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On old machines, CreateSwapChain might fail without a specific reasons.
Probably this is due to an issue in drivers, and if so, there is nothing
we can do. When choosing a graphics library, prefer OpenGL on such old
machines.
Updates #2613
2023-03-31 02:21:11 +09:00
Hajime Hoshi
31273c875f
internal/graphics: rename constants
2023-03-23 20:48:39 +09:00
Hajime Hoshi
c7214ef6fb
internal/ui: use MaxVertexCount instead of IndicesCount
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Updates #2460
2023-03-23 19:44:00 +09:00
Hajime Hoshi
1656c47abf
internal/ui: bug fix: hiding a window decoration at initialization doesn't work on macOS
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Closes #2600
2023-03-14 00:27:57 +09:00
Hajime Hoshi
e93bcd9e55
internal/ui: bug fix: needed to wait for swapping buffers before entering fullscreen
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Closes #2599
2023-03-13 21:40:40 +09:00
Hajime Hoshi
051b0c7238
internal/ui: bug fix: a big-offscreen size could be 0
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Closes #2589
2023-03-03 22:34:43 +09:00
Hajime Hoshi
ea7d007df9
internal/ui: bug fix: dstRegion should not exceed the image region
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Closes #2577
2023-02-21 14:15:39 +09:00
Hajime Hoshi
d91b8cae88
internal/ui: reland: refactoring: improve anti-alias logic
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* Remove the image extension. The image is always flushed when necessary.
* Use a small offscreen image whichever the blend is.
Updates #2399
2023-02-19 23:49:32 +09:00
Hajime Hoshi
3aa8448511
Revert "internal/ui: refactoring: improve anti-alias logic"
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This reverts commit 41f8295611
.
Reason: test failures: https://github.com/hajimehoshi/ebiten/actions/runs/4216421788/jobs/7318236488
2023-02-19 22:46:37 +09:00
Hajime Hoshi
41f8295611
internal/ui: refactoring: improve anti-alias logic
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* Remove the image extension. The image is always flushed when necessary.
* Use a small offscreen image whichever the blend is.
Closes #2399
2023-02-19 22:14:23 +09:00
Hajime Hoshi
961c34efb5
internal/ui: use a small buffer image for anti-alias
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Closes #2399
2023-02-19 17:35:43 +09:00
Hajime Hoshi
8479fee606
internal/ui: refactoring
2023-02-18 18:23:57 +09:00
Hajime Hoshi
56597800dd
internal/ui: refactoring: add bigOffscreenImage
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Updates #2399
2023-02-18 02:32:41 +09:00
Hajime Hoshi
7315044dcf
internal/ui: remove a redundant call to close a window
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glfw.Terminate should close the window too. This might fix the issue
so let's wait and see.
Updates #2551
2023-02-15 14:36:28 +09:00
Hajime Hoshi
8864ce1291
all: update comments
2023-02-07 12:05:43 +09:00
Pierre Curto
4de807cc44
all: fix typos ( #2558 )
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Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2023-01-28 19:06:38 +09:00
Hajime Hoshi
f009dd8dd2
ebiten: implement DroppedFiles to replace AppendDroppedFiles
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Closes #2552
2023-01-25 14:27:11 +09:00
Hajime Hoshi
16e49e0499
internal/ui: fix a potential out-of-range error
2023-01-24 00:32:08 +09:00
Hajime Hoshi
84e32c2e4e
internal/ui: more precise detection of directory on browsers
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Updates #1868
2023-01-22 18:28:34 +09:00
Hajime Hoshi
8c25fac860
ebiten: add AppendDroppedFiles
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Closes #1868
2023-01-22 17:22:25 +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
08fba564f8
internal/ui: refactoring: define global sel_ objects
2023-01-09 01:41:13 +09:00
Hajime Hoshi
95f1ef0fb9
internal/ui: bug fix: recover the cursor shape when the cursor is visible
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Closes #2527
2023-01-07 20:03:21 +09:00
Hajime Hoshi
86fa9366f7
internal/ui: use 'set' instead of 'push' for cursors
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We don't need to use a cursor stack.
2023-01-07 19:16:41 +09:00
Hajime Hoshi
7418576c16
internal/ui: re-enable skipping to render the final screen when possible
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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
365740aca9
internal/ui: update comments
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Updates #2521
2023-01-03 21:39:34 +09:00
Hajime Hoshi
67c9d65d82
internal/ui: refactoring
2023-01-03 21:17:47 +09:00
Hajime Hoshi
0bdfeec610
internal/ui: use a separate render thread for Nintendo Switch
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Updates #2512
2023-01-03 21:12:18 +09:00
Hajime Hoshi
312dce950c
internal/ui: bug fix: compile failures with -tags=nintendosdk
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Needed to use NativeDisplayType for eglGetDisplay.
2023-01-03 20:38:45 +09:00
Hajime Hoshi
6344273b7c
internal/ui: bug fix: compile failures with -tags=nintendosdk
2023-01-03 20:29:05 +09:00
Hajime Hoshi
73985c6c96
internal/ui: bug fix: compile failures with -tags=nintendosdk
2023-01-03 20:12:36 +09:00
Hajime Hoshi
723a44a822
internal/ui: rename ebitengine_Init -> ebitengine_Initialize
2023-01-03 19:23:38 +09:00
Hajime Hoshi
0e0205b2d0
internal/ui: use -overlay to provide the implementation for Nintendo Switch
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Closes #2372
2023-01-03 19:10:15 +09:00
Hajime Hoshi
da97657afb
Revert "internal/ui: refactoring: remove unnecessary hack for unfocusing"
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This reverts commit 3f753b7086
.
Reason: this was actually necessary.
Updates #982
Updates #987
Closes #2521
2023-01-03 02:06:55 +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
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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
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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
471237b701
internal/ui: bug fix: ignore ERROR_BUSY when deleting a GL context
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Closes #2518
2023-01-02 15:05:16 +09:00
Hajime Hoshi
7018318546
internal/ui: bug fix: compile error on the testing CI
2023-01-01 18:01:14 +09:00
Hajime Hoshi
bba32bc06e
internal/ui: refactoring
2023-01-01 17:45:20 +09:00
Hajime Hoshi
afbd1aebf1
internal/ui: use -overlay to provide the implementation for Nintendo Switch
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Updates #2372
2023-01-01 01:35:05 +09:00
Hajime Hoshi
34941ca083
all: separate the rendering thread from the main thread
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Updates #1704
Closes #2512
2022-12-30 22:57:34 +09:00
Hajime Hoshi
0fc21470e2
internal/ui: move some context-dependent processes to updateFrameImpl
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This is a preparation to introduce an independent thread for rendering.
Updates #2512
2022-12-30 22:06:36 +09:00
Hajime Hoshi
b9fb4e9f50
internal/ui: remove an unnecessary hack for macOS
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Now macOS always uses the native fullscreen even for a transparent
window, we no longer need a hack to call SwapBuffers explicitly.
Updates #1004
2022-12-30 16:25:05 +09:00
Hajime Hoshi
0a03df297b
internal/ui: make it explicit to call swapBuffers only w/ OpenGL
2022-12-30 15:44:01 +09:00
Hajime Hoshi
0e137e8dd7
internal/ui: bug fix: compile error on mobiles
2022-12-30 15:44:01 +09:00
Hajime Hoshi
8902d95b2d
internal/ui: remove unused function runOnAnotherThreadFromMainThread
2022-12-30 13:52:05 +09:00
Hajime Hoshi
e1992347b7
internal/graphicscommand: rename SetRenderingThread -> SetRenderThread
2022-12-30 13:51:32 +09:00
Hajime Hoshi
fa4916d063
internal/ui: refactoring
2022-12-30 13:28:00 +09:00
Hajime Hoshi
3f753b7086
internal/ui: refactoring: remove unnecessary hack for unfocusing
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The sleeping for an unfocused state also happens in (*userInterfaceImpl).update().
Updates #982
Updates #987
2022-12-30 00:41:46 +09:00
Hajime Hoshi
7e7deeab22
internal/ui: bug fix: SetWindowIcon crashed in the single-thread mode
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Updates #1468
Closes #2513
2022-12-30 00:01:11 +09:00
Hajime Hoshi
b597ed1e27
internal/ui: remove unnecessary swapBuffer call
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This was introduced at 9e161864f6
, the
background is now unclear. Things work even without this hack.
Updates #157
Updates #158
2022-12-29 21:48:37 +09:00
Hajime Hoshi
42c08698fb
internal/ui: give up re-rendering on resizing the window
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It seems difficult to implement this correctly as long as the rendering
thread is the same as the main thread.
Closes #2144
Updates #2512
2022-12-29 21:27:44 +09:00
Hajime Hoshi
dd853050e9
internal/ui: refactoring
2022-12-29 21:09:30 +09:00
Hajime Hoshi
4d89b5de07
internal/ui: refactoring
2022-12-29 20:47:32 +09:00