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
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Closes #2773
2023-09-23 00:04:06 +09:00
Hajime Hoshi
230fe02512
all: bug fix: update gomobile for an Xcode 15 issue
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Closes #2772
2023-09-22 23:45:38 +09:00
Hajime Hoshi
7b8bdd0ee9
all: bug fix: update gomobile to resolve dependencies
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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
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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
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Closes #2737
2023-08-29 14:53:04 +09:00
Hajime Hoshi
c87ce07212
ebiten: bug fix: DrawImage/DrawRectShader unexpectedly modified the given options
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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
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Closes #2732
2023-08-26 14:54:14 +09:00
Hajime Hoshi
a5af6dc0a9
internal/atlas: bug fix: possible overflowing on 32bit machines
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Closes #2634
2023-04-10 15:26:28 +09:00
Hajime Hoshi
3f2195178f
internal/processtest: add a test for #2620
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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
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Updates #2171
2023-03-20 11:05:28 +09:00
Hajime Hoshi
337cde76b4
ebiten: add comments at ColorScale.Scale
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Updates #2171
2023-03-20 10:58:06 +09:00
Hajime Hoshi
8e2955f9c9
ebiten: update comments for ColorM
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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
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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
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Closes #2606
2023-03-18 11:05:01 +09:00
Hajime Hoshi
def468571e
ebitenutil: add comments and use ColorScale
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Updates #2605
2023-03-18 10:42:28 +09:00
Hajime Hoshi
a95ea252dd
ebitenutil: revert the implementation of Draw* functions
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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
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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
Hajime Hoshi
84a86c86e4
examples/blend: disable resizing the window
2023-03-14 21:22:27 +09:00