Commit Graph

3157 Commits

Author SHA1 Message Date
Hajime Hoshi
b8a5ea7bd6 ebiten: Add Vibrate and VibrateOptions, and implement this on browsers
Updates #1452
2021-10-24 01:05:33 +09:00
Hajime Hoshi
96dc80fd08 internal/restorable: Remove needsDisposingWhenRestoring
Now restoring from context lost doesn't work on browsers. Then,
the constant needsDisposingWhenRestoring is actually always true.
2021-10-23 23:46:29 +09:00
Hajime Hoshi
dddfe73604 internal/uidriver/mobile: Bug fix: iOS with ebitengl build tag didn't work correctly 2021-10-23 23:32:57 +09:00
Hajime Hoshi
b11f17b281 internal/uidriver/mobile: Support gamepads on iOS
Closes #1105
2021-10-19 19:04:12 +09:00
Hajime Hoshi
a70be6e2f8 internal/uidriver/mobile: Refactoring
Updates #1105
2021-10-16 23:46:14 +09:00
Hajime Hoshi
2d9349824f internal/uidriver/mobile: Separate UpdateInput into UpdateInput and UpdateGamepads 2021-10-16 20:37:01 +09:00
Hajime Hoshi
ce86a9940c internal/uidriver/mobile: Fix the package name in a panic message 2021-10-16 20:13:36 +09:00
Hajime Hoshi
c3b4b92fa2 internal/uidriver/mobile: Reduce calling make 2021-10-16 20:09:36 +09:00
Hajime Hoshi
efdb31a524 internal/uidriver/mobile: Refactoring 2021-10-16 19:59:30 +09:00
Hajime Hoshi
ad3115b347 mobile/ebitenmobileview: Avoid creating slices every frame 2021-10-16 18:39:47 +09:00
Hajime Hoshi
8b775cf0dd internal/glfw: Add a new build tag ebitenexternaldll to requrie external DLLs
Embedding a DLL file and extrating it on the fly can be problematic.
The application might be unexpectedly recognized as a virus by some
virus checkers.

To mitigate this issue, Ebiten adds a new build mode `ebitenexternaldll`
which prevents Ebiten from embedding DLL files. Instead, the application
will require DLL files for GLFW.

Closes #1832
2021-10-14 02:44:25 +09:00
Hajime Hoshi
bce2e83565 internal/glfw: Update Dockerfile 2021-10-14 00:03:43 +09:00
Hajime Hoshi
6f79185b2c internal/glfw/glfw: Update documents 2021-10-13 23:48:53 +09:00
Hajime Hoshi
6f29e57378 internal/uidriver/glfw: Wait for a FramebufferSize callback for the initial temporary window
Updates #1847
2021-10-13 00:16:18 +09:00
Hajime Hoshi
2f2ccbbe55 internal/uidriver/glfw: Bug fix: Wait for FramebufferSize callback after a window creation
Closes #1847
2021-10-13 00:04:14 +09:00
Hajime Hoshi
fa9a08b3d0 internal/uidriver/glfw: Remove unnecessary comments 2021-10-10 16:02:41 +09:00
Hajime Hoshi
0eb6c846c7 internal/uidriver/glfw: Refactoring: Remove unused functions 2021-10-10 16:02:01 +09:00
Hajime Hoshi
4604a00e39 internal/uidriver/glfw: Refactoring: Rename functions 2021-10-10 15:50:12 +09:00
Hajime Hoshi
4580f9fa16 internal/uidriver/glfw: Refactring: Rename InDP -> InDIP
This change also renames some functions and variables.
2021-10-10 15:47:15 +09:00
Hajime Hoshi
da6b75bc6d internal/uidriver/glfw: Bug fix: Adjust the window size along with the device scale
After this change, UserInterface's windowWidth and windowHeight are
now windowWidthInDP and windowHeightInDP in device-independent pixels.

Closes #1844
2021-10-10 14:29:34 +09:00
Hajime Hoshi
d4b5d17e75 internal/uidriver/glfw: Remove an unused function
Updates #1844
2021-10-09 21:11:44 +09:00
Hajime Hoshi
fcd8a6c653 internal/uidriver/glfw: Bug fix: Get the correct initial monitor and its scale
Before this fix, Win32API is used to get the current monitor. This
might not work and return an unexpected monitor on some machines after
the runloop starts.

Instead, use the current window to get the current monitor correctly
instead of the Win32APIs. To get the initial monitor, the API
ForegroundWindow is still used.

Updates #1584
Updates #1844
2021-10-09 18:18:22 +09:00
Hajime Hoshi
3f5d1762bb internal/graphicsdriver/opengl: Return an error when initializing OpenGL fails
Updates #1838
2021-10-06 00:38:47 +09:00
r3vit
57c45a13e4
Remove dot imports from tests - Remove dot imports (#1837)
Closes #1824
2021-10-02 19:58:48 +09:00
Hajime Hoshi
78cdb94552 internal/uidriver/glfw: Bug fix: Do not hide the window after its creation
Closes #1829
2021-09-29 01:00:17 +09:00
Hajime Hoshi
56c5bec908 internal/gamepaddb: Do not fetch the database file on go:generate
This is too aggressive and sometimes risky to update the database
file always when go-generate is executed.
2021-09-25 04:03:19 +09:00
Hajime Hoshi
9ab6758b7a internal/gamepaddb: Remove some hacks for wrong formats 2021-09-25 03:56:06 +09:00
Hajime Hoshi
52d917eff0 go generate 2021-09-25 03:45:17 +09:00
Hajime Hoshi
77664ff057 internal/uidriver/glfw: Use the correct initial monitor on Linux/UNIX
Closes #1827
2021-09-25 02:48:13 +09:00
Hajime Hoshi
23566a7d2e internal/uidriver/glfw: Refactoring 2021-09-25 02:14:14 +09:00
Hajime Hoshi
a0be4a302c internal/gamepaddb: Bug fix: A mapping for an axis/button might be missing
Closes #1825
2021-09-25 00:58:06 +09:00
Hajime Hoshi
a7b5db6f65 internal/uidriver/glfw: Use GLFW's fullscreen when the window is transparent on macOS
Closes #1822
2021-09-24 03:22:09 +09:00
Hajime Hoshi
f64a946052 internal/gamepaddb: Use XInput's trigger threshold 2021-09-23 15:25:27 +09:00
Hajime Hoshi
226378da88 internal/gamepaddb: Bug fix: ButtonValue must return [0, 1] 2021-09-23 15:18:16 +09:00
Hajime Hoshi
263276c5ab internal/uidriver/glfw: Refactoring 2021-09-23 02:48:22 +09:00
Hajime Hoshi
422387c7cd internal/uidriver/glfw: Refactoring 2021-09-23 02:03:37 +09:00
Hajime Hoshi
4b64eadfe5 internal/mipmap, internal/atlas: Integrate for-loops for color scaling 2021-09-23 00:28:20 +09:00
Hajime Hoshi
8063f2050c internal/graphicscommand: Optimize flush 2021-09-23 00:03:41 +09:00
Hajime Hoshi
7675e2735b internal/graphicscommand: Refactoring: Do not you 'int' as a variable name 2021-09-22 23:39:56 +09:00
Hajime Hoshi
f79acf9569 internal/mipmap: Bug fix: nil should be meaningful for a mipmap map 2021-09-21 00:46:11 +09:00
Hajime Hoshi
81fd7ab8f6 internal/mipmap: Create a mipmap map lazily 2021-09-20 23:27:14 +09:00
Hajime Hoshi
9dbff2cddd internal/uidriver/glfw: Make SetFullscreen more responsive on macOS 2021-09-20 21:01:17 +09:00
Hajime Hoshi
0ac4c7323f internal/uidriver/glfw: Bug fix: Potential crash when xgb.NewConn fails 2021-09-19 18:23:51 +09:00
Hajime Hoshi
8ed55ef42d internal/uidriver/glfw: Use the window size on a native fullscreen
Updates #1745
2021-09-19 00:35:18 +09:00
Hajime Hoshi
f0395dd329 internal/uidriver/glfw: Skip adjusting the view size with OpenGL 2021-09-18 23:59:37 +09:00
Hajime Hoshi
188e80d2f7 internal/uidriver/glfw: Bug fix: FPS is dropped when pressing the green button
Updates #1745
2021-09-18 22:16:21 +09:00
Hajime Hoshi
1a7cf7b3b8 internal/glfw/glfw: Modify GLFW for Windows to make the window non-floating
Closes #1506
2021-09-18 20:47:26 +09:00
Hajime Hoshi
7be00d79e8 internal/uidriver/glfw: Fix unstable FPS on fullscreen on macOS
FPS was unstable on fullscreen mode i.e., when the view size is the
same as the monitor size.

By using a little different size view, FPS becomes stable.

Updates #1745
2021-09-18 19:22:09 +09:00
Hajime Hoshi
11b9a4b161 internal/graphicsdriver/metal: Refactoring 2021-09-18 17:24:03 +09:00
Hajime Hoshi
e98e371bb4 internal/uidriver: Bug fix: Compile error on Linux/UNIX 2021-09-18 16:58:30 +09:00
Hajime Hoshi
428c079e52 internal/uidriver/glfw: Make a 'native' fullscreen on macOS
This is a breaking change. On macOS, `SetFullscreen` creates a new
independent space and maximize the size of the window there.

Updates #1506
Closes #1579
2021-09-18 16:31:22 +09:00
Hajime Hoshi
2a390c18c1 internal/uidriver/glfw: Do not iconify the fullscreen window on Linux
Updates #1506
2021-09-18 00:52:04 +09:00
Hajime Hoshi
ec2f823420 internal/uidriver/glfw: Clear the device scale cache when monitors are changed 2021-09-15 13:04:38 +09:00
divVerent
5bc7b93e6f
Move VideoModeScaleAt into internal/uidriver/glfw. (#1812)
It's only used by GLFW, and has been in devicescale only to ease migration
to separate video mode vs content scaling.

Updates #1774
2021-09-15 12:47:04 +09:00
divVerent
923c84a3d6
Split the concept of device scale and screen scale (#1811)
We now set deviceScale to always the mapping from logical window system pixels
to device independent pixels (which is what Ebiten API users expect), and
introduce a new concept of videoModeScale that maps from video mode to logical
window system pixels.

videoModeScale is now only used for computing full-screen resolutions, while
deviceScale is used for any other conversion.

Fixes window sizes on X11, should be a NOP otherwise.

Closes #1774.
2021-09-15 01:03:04 +09:00
divVerent
60df512352
Switch out the devicescale implementation by one that relies on glfw/xrandr. (#1800)
This should fix fullscreen mode on Linux/X11 systems in general,
while not affecting other systems.

Note that this deletes a bunch of OS X specific and Windows specific code,
as GLFW already provides this functionality.

This change is not expected to cause regressions, however,
the current behavior is still wrong and leads to wrong/unintended window sizes.
To be fixed in further PRs.

Updates #1774
2021-09-14 12:35:02 +09:00
Hajime Hoshi
cc1ac47387 internal/uidriver: Fix comments 2021-09-13 21:53:02 +09:00
Hajime Hoshi
64a0577c26 internal/affine: Optimize Scale and Translate 2021-09-13 02:18:07 +09:00
Hajime Hoshi
39e7f71ccb internal/uidriver/glfw: Bug fix: Forbide Maximize/MinimizeWindow on the native fullscreen on macOS
Closes #1810
2021-09-12 23:38:44 +09:00
Hajime Hoshi
ea12ede127 ebiten: Add StandardGamepadButtonValue
Closes #1721
2021-09-12 21:00:48 +09:00
Hajime Hoshi
f23dadb8ae
Add internal/gamepaddb (#1805)
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
28963a66ee internal/uidriver/glfw: Update the game controller DB 2021-09-11 19:12:48 +09:00
Hajime Hoshi
37771717cc internal/uidriver: Bug fix: Potential memory leak by [:0]
Updates #1803
2021-09-10 02:17:29 +09:00
Hajime Hoshi
dbe101a8ef internal/restorable: Remove draw-triangles-history items explicitly
Updates #1803
2021-09-09 12:57:50 +09:00
Hajime Hoshi
106ff7a84b internal/ui: Reduce calls of glfw.GetMonitors
Updates #1803
2021-09-09 11:14:08 +09:00
Hajime Hoshi
5ac357959c internal/graphicscommand: Bug fix: memory leak at q.commands
Apparently, the part of a slice between len and cap-1 still holds
references. Release them explicitly.

Closes #1803
2021-09-09 04:28:31 +09:00
Hajime Hoshi
8f857daf3e internal/restorable: Bug fix: Forbid NewImage before the graphics driver is ready 2021-09-09 03:58:58 +09:00
Hajime Hoshi
a3570331dd internal/restorable: Delay initializing emptyImage
Now NeedsRestorable can always return a correct value.
2021-09-09 03:27:22 +09:00
Hajime Hoshi
65943d4bad internal/graphicsdriver/metal: Disable presentsWithTransaction on iOS
Closes #1799
2021-09-07 00:02:58 +09:00
Hajime Hoshi
f7738b812b internal/mipmap: Skip color scaling when possible 2021-09-06 12:11:52 +09:00
Hajime Hoshi
7f3bd1bbd5 internal/jsutil: Remove unused functions 2021-09-04 21:01:21 +09:00
Hajime Hoshi
64ec626ca6 internal/uidriver/js: Optimize isFocused() by using bind 2021-09-04 19:20:24 +09:00
Hajime Hoshi
58ea710a84 internal/affine: Rename UnsafeElements -> Elements as this is no longer unsafe 2021-09-04 18:08:27 +09:00
Hajime Hoshi
8c9ec8fc9f interna/affine: Avoid UnsafeElements at At
Updates #1796
2021-09-04 17:55:51 +09:00
Hajime Hoshi
df710a5c63 internal/affine: Change UnsafeElements to take arguments
This will enable to suppress unnecessary array allocations in the
future.

Updates #1796
2021-09-04 17:38:30 +09:00
Hajime Hoshi
65e148700f internal/jsutil: Optimize byteLength calls by using bind 2021-09-04 16:51:35 +09:00
Hajime Hoshi
e5c051a437 internal/affine: Refactoring: UnsafeScaleElements -> scaleElements 2021-09-03 23:56:55 +09:00
Hajime Hoshi
d5ce0dbd90 internal/uidriver/glfw: Bug fix: Disable the sticky mode on FPSModeVsyncOffMinimum
Closes #1791
2021-08-31 11:43:11 +09:00
Hajime Hoshi
0e5dca9453 .github/workflows, internal/uidriver/glfw: Use curl's --remote-name 2021-08-28 16:37:10 +09:00
Hajime Hoshi
eae40c90bb internal/uidriver/glfw: Enable to update gamecontrollerdb.txt 2021-08-28 16:09:14 +09:00
Hajime Hoshi
fa0efea4a4 internal/png: Regenerate 2021-08-28 03:14:54 +09:00
Hajime Hoshi
91a7288027 internal/atlas: Better pixel allocations
Updates #1681
Updates #1788
2021-08-26 03:35:21 +09:00
Hajime Hoshi
40d2dd3ba7 internal/uidriver/glfw: Update comments
Updates #1787
2021-08-26 02:05:30 +09:00
Hajime Hoshi
9c321375c9 internal/atlas: Bug fix: pix was reset at a wrong timing
Closes #1788
2021-08-25 22:10:57 +09:00
Hajime Hoshi
d1c764640d internal/glfw, internal/graphicsdriver/opengl/gl: Use the last byte to detect a bool
When a C function returns a bool value, only the first byte of a
uintptr value matters. When we want to get a bool value from a C
function, filter this for sefety.
2021-08-25 02:09:55 +09:00
divVerent
7b11377bce
ebiten: Support updating the gamepad mapping (#1775)
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
35deb53624 internal/graphicsdriver/metal: Rename files to remove +build comments 2021-08-23 02:06:09 +09:00
Hajime Hoshi
aec74aa39b Remove flock from the tests 2021-08-22 18:34:35 +09:00
Hajime Hoshi
d5150a194c internal/shaderir/glfw: Insert a dummy function to touch uniform array variables
Closes #1754
2021-08-15 18:06:41 +09:00
Hajime Hoshi
6c8a7d1079 internal/graphicsdriver/opengl: Bug fix: A location cache map must be reset when a program is deleted
Closes #1753
2021-08-15 04:54:20 +09:00
Hajime Hoshi
7586f1ca5e internal/atlas: Bug fix: Disable a test resetting the backend
Closes #1756
2021-08-15 00:02:59 +09:00
Hajime Hoshi
1e062a4245 internal/atlas: Bug fix: Fix test 2021-08-14 23:07:27 +09:00
Hajime Hoshi
8a6302f9dc internal/atlas: Add tests to call DrawTriangles twice
Updates #1755
2021-08-14 21:42:07 +09:00
Hajime Hoshi
da08577095 internal/graphicsdriver/opengl: Refactoring 2021-08-14 04:05:18 +09:00
Hajime Hoshi
ce8fc39451 internal/graphicsdriver/opengl: Bug fix: the current program must be reset
Updates #1751
2021-08-13 23:44:30 +09:00
Hajime Hoshi
797f42b839 internal/glfw: Use a more stable version of MinGW
Closes #1750
2021-08-13 03:35:51 +09:00
Hajime Hoshi
c6dd349338 internal/glfw: Refactoring 2021-08-09 14:55:10 +09:00
Hajime Hoshi
4482301882 internal/uidriver/glfw: Better implementation of isNativeFullscreen
The old implementation can return false when the window is not active.
2021-08-08 17:45:48 +09:00
Hajime Hoshi
15ac69b8d5 internal/graphicsdriver/metal: Bug fix: Disable presentsWithTransaction on fullscreen
Closes #1745
2021-08-08 17:40:37 +09:00
Hajime Hoshi
ec26b1a43b internal/graphicsdriver/metal: Refactoring: Remove vsyncInited 2021-08-08 15:30:13 +09:00
Hajime Hoshi
cc1accc32a internal/uidriver/glfw: Bug fix: Disable vsync when resizing the window
Closes #1740
2021-08-06 03:08:04 +09:00
Hajime Hoshi
0bc5166a36 driver: Refactoring: Rename functions 2021-08-05 01:29:45 +09:00
Hajime Hoshi
60b8f82bfd graphicscommand: Dump internal image info on the debug mode
Closes #1714
2021-08-05 01:16:42 +09:00
Hajime Hoshi
8967384dac internal/graphicsdriver: Bug fix: getting a WebGL2 context might fail even though WebGL2RenderingContext exists
Closes #1738
2021-08-01 22:00:47 +09:00
Hajime Hoshi
4e6a5a9fa2 internal/atlas: Bug fix: Wrong screenshot size
Updates #1736
2021-07-29 16:33:54 +09:00
Hajime Hoshi
18903db1c6 internal/atlas: Bug fix: Unexpected padding in screenshots
Closes #1736
2021-07-29 16:09:29 +09:00
Hajime Hoshi
59aa41a3c2 internal/affine: Improve ColorM Scale's performance
The benchmark result comparing the previous commit and this commit is this:

```
name           old time/op    new time/op    delta
ColorMScale-8    9.75µs ± 6%    1.30µs ±22%  -86.67%  (p=0.000 n=10+9)

name           old alloc/op   new alloc/op   delta
ColorMScale-8   1.34kB ±100%    1.19kB ±19%     ~     (p=0.421 n=10+8)

name           old allocs/op  new allocs/op  delta
ColorMScale-8      3.00 ± 0%      2.00 ± 0%  -33.33%  (p=0.000 n=10+10)
```

Updates #1658
2021-07-27 13:45:09 +09:00
Hajime Hoshi
bcb30f8595 Update go-gl/glfw for GLFW 3.3.4 2021-07-27 12:54:11 +09:00
Hajime Hoshi
e4329d0349 internal/driver: Refactoring: Reduce dependencies on affine 2021-07-27 12:19:50 +09:00
Hajime Hoshi
21aa96f9f5 internal/affine: Refactoring: Make ColorM interface 2021-07-27 12:10:22 +09:00
Hajime Hoshi
5f03f4f195 internal/affine: Add coloMImpl interface and colorMImplScale
Closes #1658
2021-07-26 22:18:10 +09:00
Hajime Hoshi
7e5b259dd2 internal/affine: Use a pointer of an array for UnsafeElements 2021-07-26 21:19:53 +09:00
Hajime Hoshi
2c26e85183 internal/affine: Replace isInited with isIdentity 2021-07-26 21:07:51 +09:00
Hajime Hoshi
d0ae73084b internal/affine: Separate ColorM implementation
Updates #1658
2021-07-26 15:21:12 +09:00
Hajime Hoshi
e84506dfc3 internal/affine: Add String 2021-07-26 14:26:59 +09:00
Hajime Hoshi
18757cff16 internal/affine: Refactoring 2021-07-25 22:10:38 +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
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
Closes #1727
2021-07-23 02:15:46 +09:00
Hajime Hoshi
2503323557 internal/driver: Add FPSMode
Updates #1556
2021-07-23 00:47:09 +09:00
Hajime Hoshi
c28bcc26fc internal/clock: Rename UncappedTPS -> SyncWithFPS
Closes #1726
2021-07-22 22:46:24 +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
d7bedd165a internal/driver: Bug fix: Compile error for browsers 2021-07-21 17:20:09 +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
ee4ec5047e internal/gamepaddb: Support general XInput devices 2021-07-21 14:38:47 +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
Updates #1557
2021-07-20 02:46:12 +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
fcfdf9b2ba Update URLs 2021-07-19 23:09:27 +09:00
Hajime Hoshi
a6fe7801ff internal/uidriver/glfw: Rename gamePad -> gamepad 2021-07-19 22:25:43 +09:00
Hajime Hoshi
dbcb220742 ebiten: Add GamepadAxisValue replacing GamepadAxis
Updates #1718
Closes #1719
2021-07-19 01:22:35 +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
50d2d7ed61 internal/graphicsdriver/opengl: Remove unused code using PBO
Updates #1678
2021-07-14 21:51:27 +09:00
Hajime Hoshi
99a6b1b03e internal/driver: Change some functions to Append*
Updates #1692
2021-07-10 01:52:21 +09:00
Hajime Hoshi
5d2c8ad9be internal/uidriver/mobile: Bug fix: Use mutex at RuneBuffers 2021-07-10 01:39:32 +09:00
Hajime Hoshi
853c1f2b92 internal/shaderir/glsl: Bug fix: Remove uncalled functions
Some built-in functions like dFdx is not available in a vertex shader,
then a function that calls such built-in function should not be in
a vertex shader.

Closes #1701
2021-07-09 20:22:40 +09:00
Hajime Hoshi
b0106e95b9 internal/restorable: Bug fix: Test failed on macOS (Metal) 2021-07-09 20:21:04 +09:00
Hajime Hoshi
4573883b03 internal/graphicsdriver/metal: Make FPS stable by 'presentsWithTransaction'
Closes #1196
2021-07-08 18:11:19 +09:00
Hajime Hoshi
ae0e30196b internal/graphicsdriver/metal: Bug fix: The store action must always be 'store'
Closes #1700
2021-07-08 17:39:37 +09:00
Hajime Hoshi
337d8d5113 internal/graphicsdriver/metal: Separate GCing the buffers
Updates #1196
2021-07-08 02:10:26 +09:00
Hajime Hoshi
edc2f8b961 internal/graphicsdriver/metal: Delay to get a texture for nextDrawable
See https://developer.apple.com/documentation/quartzcore/cametallayer

> To avoid stalls in your app, request a new drawable only when you
> need it, and release any references to it as quickly as possible
> after you’re done with it.

Updates #1196
2021-07-08 01:56:14 +09:00
Hajime Hoshi
b314b6b9b6 Revert "internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer"
This reverts commit e0fbfc2bb0.

Reason: Rendering issue

Closes #1699
2021-07-08 00:27:33 +09:00
Hajime Hoshi
6213c17abc internal/driver: Add Graphics.Initialize 2021-07-07 13:58:42 +09:00
Hajime Hoshi
519363930a internal/uidriver/glfw: Bug fix: Memory leak in Objective-C code
Use an autorelease pool block.

Closes #1698
2021-07-07 04:34:21 +09:00
Hajime Hoshi
e0fbfc2bb0 internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer
Before this change, a command buffer is retained indirectly by
a buffer, and this might extend the life of drawable unexpectedly.

This change stops using command buffers as a key of the buffers pool,
and use a counter increated by nextDrawable calls.

Updates #1196
2021-07-07 02:52:04 +09:00
Hajime Hoshi
80ac0646d5 internal/graphicsdriver/metal: Optimize the screen writing 2021-07-07 02:07:09 +09:00
Hajime Hoshi
5e83f409e6 internal/graphicscommand: Add a missing colon to a command string 2021-07-07 01:54:22 +09:00
Hajime Hoshi
38ce325958 internal/graphicsdriver/metal: Skip clearing the screen on Metal 2021-07-07 01:45:51 +09:00
Hajime Hoshi
9cb1ff9cea internal/graphicsdriver/metal: Set framebufferOnly true
Updates #1196
2021-07-07 00:38:55 +09:00
Hajime Hoshi
bd3f16dbba internal/graphicsdriver/metal: Change the order of GCed buffers
As a big buffer is likely reused, we should remove smaller buffers
first.

Updates #1196
2021-07-06 21:56:27 +09:00
Hajime Hoshi
09bd8b6f4a internal/graphicsdriver/metal: Remove println
Updates #1196
2021-07-06 21:51:57 +09:00
Hajime Hoshi
ee2f891fcc internal/graphicsdriver/metal: Reuse MTLBuffer objects
In Metal, MTLBuffer objects are not 'transient' and are expensive
to create. Reuse them whenever possible.

See also: https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html

Updates #1196
2021-07-06 21:48:54 +09:00
Hajime Hoshi
be1a0e90e7 internal/graphicsdriver/metal: Bug fix: TestImageEvenOdd failed
RenderCommandEncoder must be reset whenever the stencil mode is
'prepareStencil' in order to clear the stencil buffer.
2021-07-06 15:11:23 +09:00
Hajime Hoshi
3670b7dd62 internal/graphicsdriver/metal: Reuse DepthStencilState objects
In Metal, *State objects are not 'transient' and are expensive to
create. Reuse them whenever possible.

See also: https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html
2021-07-06 15:10:05 +09:00
Hajime Hoshi
ab26312108 internal/graphicsdriver/metal: Release objects appropriately 2021-07-06 14:20:19 +09:00
Hajime Hoshi
17d8cb5311 internal/graphicsdriver/metal: Bug fix: Crashed with METAL_DEVICE_WRAPPER_TYPE=1
Closes #1697
2021-07-06 14:06:06 +09:00
Hajime Hoshi
59fa689f22 internal/graphicscommand: Misspelling 2021-07-05 23:32:19 +09:00
Hajime Hoshi
5e1d6c06f1 internal/graphicscommand: Merge even-odd draw-triangles commands when possible
Closes #1685
2021-07-05 23:28:33 +09:00
Hajime Hoshi
63a00f6171 internal/graphicsdriver/metal/mtl: Bug fix: Test failure
Closes #1696
2021-07-05 21:28:25 +09:00
Hajime Hoshi
92b3dab33c internal/graphicscommand: Refactoring: Use type assesion instead of interface
This was an optimization in GopherJS era. This change removes this
to simplify the implementation.
2021-07-05 21:16:04 +09:00
Hajime Hoshi
b2d4521e22 internal/graphicscommand: Log 'even-odd' property 2021-07-05 19:35:34 +09:00
Hajime Hoshi
674802d2f5 ebiten: Bug fix: Draw commands with EvenOdd should not be merged
Updates #1684
2021-07-05 18:08:55 +09:00
Hajime Hoshi
daa883d799 ebiten: Bug fix: Stencil buffers should not be cleared until all the vertices are rendered
Updates #1684
2021-07-05 17:41:06 +09:00
Hajime Hoshi
b466a0cbd7 ebiten: Add EvenOdd to DrawTrianglesOptions and DrawShaderTrianglesOptions
Updates #844
Closes #1684
2021-07-05 03:35:55 +09:00
Hajime Hoshi
5c4d3325f6 internal/graphicsdriver/opengl: Add APIs for stencil buffers
Updates #1684
2021-07-05 00:24:44 +09:00
Hajime Hoshi
b8bf277825 internal/graphicsdriver/metal/mtl: Add APIs for stencil buffers
Updates #1684
2021-07-05 00:11:25 +09:00
Hajime Hoshi
19f034e818 internal/graphicsdriver/metal: Refactoring 2021-07-04 20:35:56 +09:00
Hajime Hoshi
3ec02f767b internal/graphicsdriver/metal: Refactoring 2021-07-04 18:37:14 +09:00
Hajime Hoshi
7f86761dde internal/graphicsdriver/metal: Reuse RenderCommandEncoder when possible 2021-07-04 18:13:18 +09:00
Hajime Hoshi
7668052a6b internal/graphicsdriver/metal: Update the view only when necessary 2021-07-04 17:24:39 +09:00
Hajime Hoshi
f6e210e086 internal/graphicsdriver/opengl: Refactoring: Remove redundant conversions 2021-07-03 22:39:48 +09:00
Hajime Hoshi
b0b7a24f89 internal/uidriver: Remove invalid comments 2021-07-03 19:49:12 +09:00
Hajime Hoshi
56f4e6b2d0 internal/graphicsdriver/opengl: Refactoring: Rename a variable 2021-07-03 02:41:37 +09:00
Hajime Hoshi
269ea7c489 internal/graphicsdriver/opengl: Refactoring: Reorder functions
glPixelStorei affects the result of glTexImage2D. This change makes
this fact more explicit.
2021-07-03 02:09:47 +09:00
Hajime Hoshi
6b95dd0d4d internal/graphicsdriver/metal: Refactoring: Unify two drawTriangles* functions 2021-07-02 00:25:43 +09:00
Hajime Hoshi
ff2dd6fe7e internal/graphicsdriver/opengl: Refactoring: Unify two drawTriangles* functions 2021-07-02 00:02:21 +09:00
Hajime Hoshi
e9b6237f61 internal/driver: Refactoring: Merge two Draw* functions 2021-07-01 15:55:48 +09:00
Hajime Hoshi
b9d52c0267 internal/driver: Change InvalidImageID/InvalidShaderID to 0 2021-07-01 14:58:55 +09:00
Hajime Hoshi
73bf1f36e5 internal/driver: Define InvalidImageID / InvalidShaderID 2021-07-01 13:56:42 +09:00
Enrico
3ef1d04935
internal/uidriver/glfw: Bug fix: do not execute loop function if init failed (#1689)
In `internal/uidriver/glfw/run_notsinglethread.go`, if the `UserInterface.init()` function returns an error, the `loop` is
executed regardless and the error is discarded. This behavior will hide the error returned by `init()` and might trigger
some crashes (see #1688).

A partial fix was implemented in 6c4edf8 , however that commit alone is not enough: the code now is correctly returning
the error via the `ch` channel, but it still executes the `loop()` function. This merge request skips `loop()` call if `init()`
had an error.

Updates #1688
2021-06-29 23:51:25 +09:00
Hajime Hoshi
6c4edf8605 internal/uidriver/glfw: Bug fix: Abort the game immediately on error
Updates #1688
2021-06-29 02:23:17 +09:00
Hajime Hoshi
9c5b7b56b2 internal/graphics: Reafctoring 2021-06-28 23:28:43 +09:00
Hajime Hoshi
817d176994 internal/graphicscommand: Misspelling at newShaderCommand.String 2021-06-27 23:20:27 +09:00
Hajime Hoshi
c725937cc6 internal/graphics: Reuse the vertices backend
This is basically a reland of 9cb631e30f.
This change locks the vertices backend at the end-frame phase to
protect from vertices usages by other goroutines.

Updates #1546
Closes #1681
2021-06-27 02:31:01 +09:00
Hajime Hoshi
699bb095c3 internal/atlas: Better algorithm to release the temporary pixels 2021-06-26 23:29:45 +09:00
Hajime Hoshi
067e3c004d Remove internal/web 2021-06-26 17:04:00 +09:00
Hajime Hoshi
8ff42f55a1 internal/graphicsdriver/opengl: Give up restorign on browsers
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
38ce46328a internal/atlas: Reuse byte array for ReplacePixels
This reduces memory allocation at ReplacePixels.

Updates #1681
2021-06-26 03:48:25 +09:00
Hajime Hoshi
414a64ce78 internal/atlas: Allow extending a texture atlas
As PBO is no longer used (#1678), using a big atlas with
ReplacePixels is no longer problematic.

Closes #1674
Updates #1675
2021-06-24 21:35:36 +09:00
Hajime Hoshi
2a8e8d0eb6 internal/graphicsdriver/opengl: Stop using PBO
PBO was introduced to improve the performance at ReplacePixels,
but we found that PBO can degrades the performance. Also, now
multiple glTexImage2Ds are called successively like a batch, so
the situation is now different from that time when PBO was
introduced.

Let's remove PBO usages and wait and see.

Closes #1678
2021-06-24 21:20:58 +09:00
Hajime Hoshi
7f60cd41eb internal/graphicsdriver/opengl: Refactoring: Remove unused arguments from texSubImage2D 2021-06-24 12:06:28 +09:00
Hajime Hoshi
fa8e271f2a internal/atlas: Bug fix: Set the minimum texture size to 8192px
Closes #1675
Updates #1674
2021-06-19 18:52:08 +09:00
Hajime Hoshi
43c964a3b8 internal/thread: Refactoring 2021-06-15 00:43:48 +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
f989ce4e64 internal/uidriver/glfw: Rename variables 2021-06-13 23:25:24 +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
584c6524ee internal/graphicsdriver/opengl: Refactring 2021-06-13 14:19:33 +09:00
Hajime Hoshi
b54ad73a2b Add go:build comments with go1.17beta1 fmt 2021-06-11 01:11:46 +09:00
Hajime Hoshi
a627c41217 Remove support of Go 1.13 and Go 1.14
Updates #1258
Updates #1415
Updates #1462
2021-06-07 21:44:22 +09:00
Hajime Hoshi
040fcd930f Revert "Revert 2 commits using ColorM cache"
This reverts commit dd7a8bc497.

Reason: DrawTriangles worked fine for the reporter's purpose.

Updates #1655
2021-05-30 15:17:11 +09:00
Hajime Hoshi
dd7a8bc497 Revert 2 commits using ColorM cache
This reverts commit 87c8625692.
This reverts commit a6dd6196b4.

Reason: Performance regression (#1655)

Closes #1655
2021-05-30 03:10:00 +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)
Updates #1624
2021-05-02 14:50:50 +09:00
Hajime Hoshi
b509ce523d internal/uidriver/js: Bug fix: SetFullscreen didn't work on Safari
Updates #1611
2021-04-28 23:28:58 +09:00
Tom Lister
5d3a76cbe6
internal/uidriver/js: Implement {Set,}Fullscreen for browsers (#1623)
Closes #1611
2021-04-27 23:58:32 +09:00
Hajime Hoshi
091e51ae4c internal/uidriver/glfw: Avoid allocating a new slice 2021-04-25 00:57:06 +09:00
Hajime Hoshi
e2ceb7b3a6 internal/uidriver/glfw: Call fromGLFWPixels from the main thread
fromGLFWPixels can invoke driverScaleFactor, and then using the main
thread is safer.
2021-04-24 23:30:51 +09:00
Hajime Hoshi
b6364c46fe internal/clock: Misspelling 2021-04-24 23:24:11 +09:00
Hajime Hoshi
2534b78755 internal/clock: Simplify the logic to calculate tick per frame
Updates #1444
Updates #1597
2021-04-24 23:06:27 +09:00
Hajime Hoshi
2e6ecc766d internal/clock: Integrate 'now' implementations
The Go runtime already uses QueryPerformanceCounter at runtime.nanotime.
2021-04-24 22:32:47 +09:00
Hajime Hoshi
011a524ac7 internal/clock: Update comments 2021-04-24 22:10:00 +09:00
Hajime Hoshi
91f8347500 internal/uidriver/glfw: Avoid busy loop by sleeping
Updates #1580
2021-04-24 05:19:23 +09:00
Hajime Hoshi
3df31c0fce internal/uidriver/glfw: Bug fix: Deadlock at FramebufferSize callback
glfw.PollEvents might invoke multiple FramebufferSize callbacks in
theory, this is very rare though. In this case, the sending an object
to the channel never ends.

This change fixes this deadlock by using 'select'.

Closes #1618
2021-04-24 02:22:51 +09:00
Hajime Hoshi
ac9a18931c internal/uidriver/glfw: Fix comments
Updates #1618
2021-04-23 03:28:14 +09:00
Hajime Hoshi
d446aa39a9 internal/uidriver/glfw: Bug fix: Always wait for SetFramebuffer
In case when the callback is not called, let's use timeout.

Updates #1618
2021-04-23 03:02:12 +09:00
Hajime Hoshi
c4c331b0d5 Fix misspellings 2021-04-21 22:50:00 +09:00
Hajime Hoshi
4cb6cb9d6a internal/uidriver/glfw: Misspelling 2021-04-21 22:29:54 +09:00
Hajime Hoshi
1013ca9c66 internal/uidriver/glfw: Bug fix: A window can never be 'maximized' on fullscreen
When the window is fullscreen, calling MaximizeWindow never returned.
Apparently the attribute glfw.Maximized can never be true on the
fullscreen mode.

This change fixes the issue by checking the fullscreen state.
2021-04-21 22:25:14 +09:00
corfe83
d24313e236
internal/devicescale: Fallback to simpler logic when trying to get DPI from monitor and failing (#1600)
Closes #1612
2021-04-21 11:43:23 +09:00
Hajime Hoshi
c7dd9a4107 internal/uidriver/glfw: Bug fix: Wait for Restore/Maximize/Iconify finishes explicitly
On Linux (and probably other UNIX OSes), glfwRestore, glfwMaximize,
and glfwIconify returns even though the window state has not changed.
Wait for its finish by a for loop and glfw.PollEvents.

Closes #1608
2021-04-21 00:52:06 +09:00
Hajime Hoshi
58572fb000 internal/uidriver/glfw: Bug fix: Unexpected small window size on Linux
At the initial phase, GLFW window's GetSize seems unreliable. Do not
call it on Linux. On the other hand, this is still necessary on macOS.

Updates #1606
Closes #1609
2021-04-20 23:38:34 +09:00
Hajime Hoshi
ec5b806241 Revert "internal/uidriver/glfw: Bug fix: Delay to enable SetSize callback"
This reverts commit fbe6961528.

Reason: This doesn't fix the issue unfortunately
2021-04-20 23:01:02 +09:00
Hajime Hoshi
fbe6961528 internal/uidriver/glfw: Bug fix: Delay to enable SetSize callback
On Linux, the SetSize callback is invoked with an unexpected value
at the initial phase. Just delay it until the initialization
finishes.
2021-04-20 22:53:48 +09:00
Hajime Hoshi
47f569e473 internal/uidriver/glfw: Bug fix: setWindowSize could not accept a fullscreen size 2021-04-20 20:09:04 +09:00
Hajime Hoshi
ee8bfcd837 internal/uidriver/glfw: Bug fix: Disable the SetSize callback for most of GLFW window functions
Updates #1576
Updates #1585
Closes #1606
2021-04-20 18:32:39 +09:00
Hajime Hoshi
74018348c0 internal/uidriver/js: Update the error message
Updates #1604
2021-04-20 12:47:38 +09:00
Hajime Hoshi
191cc667e1 internal/uidriver/js: Add an error message when pointerlockerror happens
Updates #1604
2021-04-20 12:22:33 +09:00
Hajime Hoshi
18ce150495 internal/uidriver/glfw: Bug fix: getWindowSizeLimits should return -1 when the original value was -1
Updates #1602
2021-04-20 11:05:17 +09:00
Hajime Hoshi
dcaa1f9722 internal/uidriver/glfw: Bug fix: Need to reregister the callback after recreating the window
Updates #1588
Closes #1593
2021-04-19 01:28:59 +09:00
Hajime Hoshi
fd80583dd0 internal/uidriver/glfw: Bug fix: Defer SetIcon on the fullscreen mode
Closes #1587
2021-04-18 22:28:01 +09:00
Hajime Hoshi
7e61189c3d internal/uidriver/glfw: Bug fix: Avoid registring C callbacks too often
Instead of registring/unregistering callbacks, use a boolean flag.

Closes #1588
2021-04-18 22:07:29 +09:00
Hajime Hoshi
c88ee0d0ad internal/uidriver/glfw: Bug fix: Unregister SetSize callback when undecorate the window
Closes #1586
2021-04-18 21:24:56 +09:00
Hajime Hoshi
f5a4216434 internal/uidriver/glfw: Bug fix: Do not call setWindowSize on iconifying
The window size might be 0 after iconifying. An iconified window is
invisible to users so setting a window size doesn't make sense anyway.

Closes #1585
2021-04-18 21:06:04 +09:00
Hajime Hoshi
26432dfc9e Revert "internal/uidriver/glfw: Refactoring: use glfw.Window when possible"
This reverts commit 475453d5d2.

Reason: #1584: A wrong active monitor was detected at the initial phase?

Closes #1584
2021-04-18 20:05:37 +09:00
Hajime Hoshi
78732d93f6 internal/uidriver/glfw: Bug fix: Crash on some operations on native fullscreen mode (macOS)
This change forbids some operations when the wiindow is natively
fullscreened on macOS in order to avoid crashes.

Closes #1578
2021-04-18 18:11:33 +09:00
Hajime Hoshi
fda1fd9a95 internal/uidriver/glfw: Bug fix: FramebufferSize callback was not called when the window size was not changed
Closes #1580
2021-04-18 15:22:51 +09:00
Hajime Hoshi
61c0908b13 internal/glfw: Refactoring 2021-04-18 03:33:01 +09:00
Hajime Hoshi
f09cf7fa47 internal/uidriver/glfw: Bug fix: Crash at Iconify
This is the same reason as Maximize.

Updates #1576
2021-04-18 01:03:13 +09:00
Hajime Hoshi
b5d4c834b8 internal/uidriver/glfw: Bug fix: More precise window size adjustment
Before this change, setWindowSize converts the size in device-
independent pixels once, invokes adjustWindowSizeBasedOnSizeLimitsInDP,
and then restore the values in device-dependent pixels. This might
introduce a slight error and then SetSize be unexpectedly invoked.
Such SetSize call with a slightly different size might not invoke
the FramebufferSize callback, and then this blocked forever when
maximizing the window.

This change fixes this by adjusting the size limits instead of the
window size so that the window size is not modified unexpectedly.

Closes #1577
2021-04-18 00:56:37 +09:00
Hajime Hoshi
d6ab27a5a2 internal/uidriver/glfw: Bug fix: Crash at Restore
This is the same reason as Maximize.

Updates #1576
2021-04-18 00:10:40 +09:00
Hajime Hoshi
37944d67c4 internal/uidriver/glfw: Update comments
Updates #1576
2021-04-18 00:05:48 +09:00
Hajime Hoshi
ab8477a21a internal/uidriver/glfw: Bug fix: Crash on Maximize
At least on macOS, Maximize invokes the SetSize callback in the game's
Update. This change fixes this issue by unregisting the callback
temporarily like what #1505 did.

Closes #1576
2021-04-18 00:02:58 +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