Hajime Hoshi
3d03599882
docs: Fix a wrong function name
2020-04-01 04:18:59 +09:00
Hajime Hoshi
a4f6909710
ui: Add comments
2020-04-01 03:38:32 +09:00
Hajime Hoshi
4976460af3
ui: Refactoring
2020-04-01 03:02:32 +09:00
Hajime Hoshi
a718ddbf7e
driver: Add UIDriver.Draw
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This is a preparation for XNA.
Updates #1078
2020-04-01 02:55:50 +09:00
Hajime Hoshi
ef5e917feb
shareable: Remove old comments
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This was introduced at cbf36734f8
,
but the situation was changed at 9d867850dc
2020-04-01 00:58:33 +09:00
Hajime Hoshi
7ac6b0bfa3
Update dependencies
2020-03-31 03:32:38 +09:00
Hajime Hoshi
161d8aae8f
ui: Forbid RestoreWindow when the window is not maximized nor minimized
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Fixes #1124
2020-03-31 02:48:22 +09:00
Hajime Hoshi
b470dace1a
examples/windowsize: Bug fix: Nothing was rendered with -legacy mode
2020-03-31 02:22:21 +09:00
Hajime Hoshi
35eb9e77a0
ui: Improve comments about Game interface
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This change also fixes comments in uiConttext, which seems pretty
old.
2020-03-31 02:04:27 +09:00
Hajime Hoshi
f01f5045ba
examples/mascot: Use RunGame
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Updates #1111
2020-03-31 01:06:47 +09:00
Hajime Hoshi
9fe4191a6a
mobile: Game object without Draw didn't draw anything
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Fixes #1123
2020-03-30 03:35:07 +09:00
Hajime Hoshi
8fae2e1c18
Update version to v1.12.0-alpha
2020-03-29 23:49:07 +09:00
Hajime Hoshi
4fe8d5c8c2
cmd/ebitenmobile: Update gomobile version
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Fixes #1120
2020-03-29 22:00:29 +09:00
Hajime Hoshi
9a14d2fb14
thread: Fix comments
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Fixes #1121
2020-03-29 16:27:12 +09:00
Hajime Hoshi
41d07706ae
Revert "thread: Close channels"
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This reverts commit 00e78c1eae
.
Reason: (*Thread).Loop can be called multiple times on iOS.
Fixes #1121
2020-03-29 16:25:42 +09:00
Hajime Hoshi
a9c74e48e1
cmd/ebitenmobile: Update gomobile version
2020-03-29 13:44:41 +09:00
Hajime Hoshi
569f684d9b
examples/windowsize: Improve messages
2020-03-29 02:36:14 +09:00
Hajime Hoshi
b7d555e724
examples/blocks: Bug fix: ESC key caused crashing
2020-03-29 02:35:58 +09:00
Hajime Hoshi
231edfbd3f
example/contextlost: Bug fix: Compilie error on Go 1.14, Should use WebGL2
2020-03-29 02:03:14 +09:00
Hajime Hoshi
b09fe7157b
uidriver/glfw: Update comments
2020-03-29 01:33:23 +09:00
Hajime Hoshi
e3def4ae50
uidriver/glfw: Update comments
2020-03-29 01:12:53 +09:00
Hajime Hoshi
9d5c35f029
uidriver/glfw: Bug fix: Initilizing the window position and the size in this order on Windows
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It looks like the order is different on Windows from Linux. We
are not sure why.
Updates #1118
2020-03-29 00:50:19 +09:00
Hajime Hoshi
b7ab3d2df4
uidriver/glfw: Avoid using the window position before initializing
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Especially in the initial phase before calling Run/RunGame, the
window position is not reliable and then getting the device scale
factor does not make sense based on the window position. Avoid
using the window position, and instead use the glfw.Monitor in
this situation.
2020-03-29 00:09:08 +09:00
Hajime Hoshi
14200eb42c
uidriver/glfw: Add comments
2020-03-29 00:02:33 +09:00
Hajime Hoshi
8480f888dd
Revert "uidriver/glfw: Bug fix: Do not use the window position for monitors"
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Revert "uidriver/glfw: Bug fix: compile error on Linux"
This reverts commit 0a5126f776
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This reverts commit 3e244d7a7c
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Reason: GetMonitor is available only on fullscreen mode
2020-03-28 23:56:03 +09:00
Hajime Hoshi
e628350d4e
uidriver/glfw: Bug fix: Initializing order mattered
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Especially on Linux, the window size and the window position must
be initialized in this order.
Fixes #1118
2020-03-28 23:37:21 +09:00
Hajime Hoshi
34acf788d2
uidriver/glfw: Bug fix: Call Maximize explictly instead of the hint
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Fixes #1117
2020-03-28 22:34:01 +09:00
Hajime Hoshi
4fe5acd711
ui: Panic on MaximizeWindow when the window is not resizable
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On Windows, the window could be maximized even when the window was
not resizable. This behavior is confusing. Forbid it so that the
behavior will be clearer.
2020-03-28 22:08:48 +09:00
Hajime Hoshi
3e244d7a7c
uidriver/glfw: Bug fix: compile error on Linux
2020-03-28 21:29:24 +09:00
Hajime Hoshi
8cca713d74
uidriver/glfw: Bug fix: adjustWindowPosition should consider the monitor position
2020-03-28 21:26:57 +09:00
Hajime Hoshi
0a5126f776
uidriver/glfw: Bug fix: Do not use the window position for monitors
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Especially in the initial phase before calling Run/RunGame, the
window position is not reliable and then getting the device scale
factor does not make sense based on the window position. Avoid
using the window position, and instead use the glfw.Monitor.
2020-03-28 21:13:30 +09:00
Hajime Hoshi
7b5fb0a0d0
ui: Bug fix: The window was not shown on the secondary monitor on launching
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This change changes the behavior of WindowPosition /
SetWindowPosition. The window position is now a relative position
and the origin position is the left-upper of the current monitor.
Fixes #1115
2020-03-28 19:51:47 +09:00
Hajime Hoshi
eb5f5485b3
examples/mascot: Add comments
2020-03-28 16:40:00 +09:00
Hajime Hoshi
5e4e76d75c
devicescale: Fix comments
2020-03-28 16:31:38 +09:00
Hajime Hoshi
d16477617e
devicescale: Bug fix: Wrong calculation to convert Y
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Updates #807
Fixes #1113
2020-03-28 16:27:58 +09:00
Hajime Hoshi
e9508f8fbd
examples/windowsize: Bug fix: Key I was assigned for multiple purposes
2020-03-28 15:29:02 +09:00
Hajime Hoshi
844dbc4a9b
examples/windowsize: Better instruction message
2020-03-28 15:27:31 +09:00
Hajime Hoshi
bc3d1393a6
mobile/ebitenmobileview: Implement gamepads' SDLID on Android
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Fixes #1083
2020-03-25 02:28:30 +09:00
Hajime Hoshi
4ec49dd4cf
mobile/ebitenmobileview: Implement Android gamepad axes
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Updates #1083
2020-03-25 01:15:43 +09:00
Hajime Hoshi
237498e51f
ui: Add an optional function Draw function to Game interface ( #1107 )
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This change adds an optional function Draw to the Game interface.
With Draw function, the game logic and rendering are separate.
There are some benefits:
* The API is clearer and easier to understand.
* When TPS < FPS, smoother rendering can be performed without
changing the game logic depending on TPS.
* Porting to XNA, which has separate functions Update and Draw,
would be a little easier.
Draw is optional due to backward compatibility. Game interface was
already used before v1.11.x in mobile packages, and adding a
function would break existing code unfortunately. Then, we adopted
switching the behavior based on whether Draw is implemented or not
by type assertions.
IsDrawingSkipped will always return false when Draw is implemented.
Fixes #1104
2020-03-24 12:01:37 +09:00
Hajime Hoshi
c5a7d5d6a9
Fix .travis.yml for external repositories
2020-03-23 12:34:06 +09:00
Hajime Hoshi
e7eab6a8f3
Add Steven Xie to AUTHORS
2020-03-23 11:10:53 +09:00
Steven Xie
c9a28219e8
cmd/ebitenmobile: Add newline to usage output ( #1109 )
2020-03-23 11:10:09 +09:00
Hajime Hoshi
4d2a0287b5
Bug fix: some generators did not work due to a lacked package
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Updates #926
2020-03-23 01:36:21 +09:00
Hajime Hoshi
8fcee54849
mobile/ebitenmobileview: Implement Android gamepad buttons
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This is still work in progress.
Updates #1083
2020-03-23 01:30:17 +09:00
Hajime Hoshi
37a8ae06c5
example/mascot: Use vx16 instead of dir
2020-03-22 17:31:46 +09:00
Hajime Hoshi
77b7e961ff
example/mascot: Remove unused variable 'state'
2020-03-22 16:48:55 +09:00
Hajime Hoshi
4eedeb6ab7
example: Add mascot
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This change also revert ScreenSizeInFullscree from the deprecated
state.
Fixes #1108
2020-03-22 16:30:48 +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
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This change adds these functions:
* MaximizeWindow
* IsWindowMaximized
* MinimizeWIndow
* IsWindowMinimized
* RestoreWindow
Fixes #994
2020-03-21 22:13:58 +09:00