Commit Graph

6480 Commits

Author SHA1 Message Date
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
9c321d1fcf Update Oto to v2.1.0-alpha.1 2021-09-16 23:10:36 +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
Hajime Hoshi
f665abc8d4 .github/workflow: Suspend Sourcehut builds on forks 2021-09-15 12:54:05 +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
4509f2aee4 text: Add FaceWithLineHeight
Closes #1760
2021-09-12 22:56:14 +09:00
Hajime Hoshi
82c41cea39 examples/gamepad: Fix the layout 2021-09-12 21:09:13 +09:00
Hajime Hoshi
ea12ede127 ebiten: Add StandardGamepadButtonValue
Closes #1721
2021-09-12 21:00:48 +09:00
Hajime Hoshi
7422a3353a audi/internal/conver: Fix ring-buffer-like slice usages 2021-09-12 17:06:36 +09:00
Hajime Hoshi
335fefa4fd Update Oto (relanding the fix) 2021-09-12 16:32:27 +09:00
Hajime Hoshi
bbdd6472c0 Update Oto (fix wrong slice usages) 2021-09-12 16:08:30 +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
f08aea7b9c ebiten: Update comments about CurrentFPS and CurrentTPS 2021-09-08 22:45:26 +09:00
Hajime Hoshi
65943d4bad internal/graphicsdriver/metal: Disable presentsWithTransaction on iOS
Closes #1799
2021-09-07 00:02:58 +09:00
Hajime Hoshi
777e8f2759 cmd/ebitenmobile: Update Gomobile version for Arm macOS
Closes #1794
2021-09-06 12:20:20 +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
Trevor Slocum
ffe9a6f72d
Minor style fixes (early returns) (#1792) 2021-09-04 00:22:37 +09:00
Hajime Hoshi
e5c051a437 internal/affine: Refactoring: UnsafeScaleElements -> scaleElements 2021-09-03 23:56:55 +09:00
Trevor Slocum
3406430956
Minor typo fixes (#1793) 2021-09-01 17:17:54 +09:00
Hajime Hoshi
2c5033e901 .github/workflow: Skip PRs at sourcehutbuild.yml 2021-09-01 11:59:46 +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
8646a54b19 .github/workflows: Refactoring 2021-08-28 03:48:40 +09:00