Hajime Hoshi
84030a3f77
internal/ui: refactoring: remove unused functions
2023-10-04 02:54:55 +09:00
Hajime Hoshi
491b578866
ebiten: add KeyF13 to KeyF24
...
Closes #2801
2023-10-04 00:45:49 +09:00
Hajime Hoshi
33c51eeee4
internal/goglfw: remove files for macOS
...
Updates #2776
2023-10-03 22:44:38 +09:00
Hajime Hoshi
b2a6e79a5a
internal/graphicsdriver/opengl/gl: rename procaddr_others.go to procaddr_linbsd.go
2023-10-02 01:02:51 +09:00
Hajime Hoshi
386bda3c84
internal/graphicsdriver/opengl/gl: add do-not-edit comment
2023-10-02 00:21:53 +09:00
Hajime Hoshi
50508e1a8d
internal/thread: add comments
2023-10-02 00:06:41 +09:00
Hajime Hoshi
95b4eeafce
all: remove unnecessary build tag restrictions
2023-10-01 23:27:57 +09:00
Hajime Hoshi
8c7eb70635
internal/ui: bug fix: wrong monitor was detected on fullscreen
...
Updates #2225
Updates #2794
2023-09-30 13:41:12 +09:00
Hajime Hoshi
22118ba962
internal/ui: add a comment
...
Updates #2796
2023-09-30 02:55:04 +09:00
Hajime Hoshi
dce18d7c23
internal/ui: bug fix: SetWindowIcon(nil) didn't reset the window icon
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Closes #2796
2023-09-30 02:46:40 +09:00
Hajime Hoshi
13dfb28a98
internal/ui: copy a slice at SetIconImages
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This changes makes ebiten.SetIconImages a little safer.
2023-09-30 01:46:01 +09:00
Hajime Hoshi
7204ca86e3
internal/ui: refactoring: remove an unused member
2023-09-30 01:39:34 +09:00
Hajime Hoshi
aab22f4c1e
internal/ui: bug fix: use correct regions at (*monitors).monitorFromPosition
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Updates #2781
2023-09-30 00:30:06 +09:00
Hajime Hoshi
2fbef2106d
internal/ui: refactoring
...
Updates #2781
2023-09-30 00:11:15 +09:00
Hajime Hoshi
03d6811a65
internal/ui: bug fix: initialMonitorByOS could return nil on macOS
...
initialMonitorByOS could return nil when a cursor was at an extreme
position like the bottom of the display. Apparently, a cursor position
could take an inclusive range of the monitor size.
This change fixes this issue by fixing the comparison.
Even if initialMonitorByOS returns nil, a fallback primary monitor
should be used, so this is not a critical issue.
Updates #2794
2023-09-29 16:54:47 +09:00
Hajime Hoshi
14a2c703df
internal/ui: fix wrong panic messages
2023-09-29 15:36:43 +09:00
Hajime Hoshi
91abfe2c10
internal/ui: bug fix: compilie error on Windows
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Updates #2794
2023-09-29 12:54:41 +09:00
Hajime Hoshi
0bcee31a6f
internal/ui: bug fix: wrong monitor initialization on macOS
...
This change fixes these issues:
* `currentMouseLocation()` returned a position in the macOS native
coordinate. This means the Y axis is upward, while the Y axis is
downward in the GLFW coordinate. This change adjusts the Y position.
* `(*monitors).monitorFromGLFWMonitor` always returned nil at least
on macOS. This change replaces this with a new method
`(*monitors).primaryMonitor`.
Updates #807
Closes #2794
2023-09-29 12:36:28 +09:00
Hajime Hoshi
4ca3fa5e57
internal/graphicsdriver: replace Region with image.Rectangle ( #2791 )
...
Closes #2790
2023-09-28 14:29:55 +09:00
Hajime Hoshi
94bf6a4cc1
internal/shaderir: performance optimization by reducing slices
2023-09-28 01:56:51 +09:00
Hajime Hoshi
7cb64ccffe
internal/ui: refactoring
2023-09-28 01:01:58 +09:00
Hajime Hoshi
a65a45586f
internal/ui: bug fix: need nil check at dipFromGLFWMonitorPixel
...
Updates #1878
2023-09-25 18:42:23 +09:00
Hajime Hoshi
58d3655597
internal/ui: remove unnecessary receivers from methods
2023-09-24 19:45:55 +09:00
Hajime Hoshi
b32575b7b2
internal/ui: refactoring: add (*Monitor).deviceScaleFactor
2023-09-24 19:41:37 +09:00
Hajime Hoshi
0e23045b90
internal/ui: refactoring: add (*monitors).monitorFromPosition
2023-09-24 19:41:28 +09:00
Hajime Hoshi
fab08bac92
internal/ui: use RLock/RUnlock whenever possible
2023-09-24 19:27:22 +09:00
Hajime Hoshi
4fb27adb9d
internal/ui: remove an old comment
...
Now Ebitengine allows to specify the initial monitor, having an
initial monitor is no longer a hack.
Updates #1575
Updates #1835
2023-09-24 19:24:23 +09:00
Hajime Hoshi
b5d0dc3686
internal/ui: change the initial window position adjustment
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The window position should be posible if possible.
2023-09-24 19:07:21 +09:00
Hajime Hoshi
a23efac01c
internal/ui: refactoring: reduce member variables
2023-09-24 19:05:56 +09:00
Hajime Hoshi
c16bd1e249
internal/ui: refactoring: unify duplicated logics to initialize the window size and position
2023-09-24 18:55:45 +09:00
Hajime Hoshi
b95228a8a6
all: rename arguments in Kage
...
Closes #2767
2023-09-24 16:46:36 +09:00
Hajime Hoshi
915ed48f7a
internal/graphicsdriver/metal/mtl: bug fix: fail to resolve Metal.framework path with Xcode 15
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Updates #2732
Closes #2784
2023-09-24 16:15:54 +09:00
Hajime Hoshi
c7d1d28582
internal/ui: move impls for device scale to internal/ui for desktops
...
This enables to remove restrictions for some functions to be called
from the main thread.
Updates #2423
2023-09-24 15:44:41 +09:00
Hajime Hoshi
458a415131
internal/ui: move impls for device scale to internal/ui for mobiles
2023-09-24 15:29:14 +09:00
Hajime Hoshi
b243dc0649
internal/devicescale: bug fix: this package cannot be compiled with GOOS=js
2023-09-24 03:35:54 +09:00
Hajime Hoshi
506a1de259
internal/ui: refactoring: move device-scale implementation to internal/ui for browsers
...
The returned value from internal/devicescale.At never changes for
browsers, so the detection of devicePixelRatio updates didn't work
in the first place. Also, there is not a good way to detect the
change [1].
This change moves the logic from internal/devicescale to internal/ui.
We aim to merge these packages as a device scale factor belongs to
a monitor and internal/ui manages monitors.
[1] https://crbug.com/123694
2023-09-24 03:19:31 +09:00
Hajime Hoshi
5d5e3c7c0b
internal/ui: refactoring: replace *glfw.Monitor with *Monitor
2023-09-24 02:39:53 +09:00
Hajime Hoshi
f72b8a4ced
internal/ui: refactoring: remove redundant Monitor members
2023-09-24 01:58:07 +09:00
Hajime Hoshi
121d6005cd
internal/ui: remove (*Monitor).Bounds
...
Updates #2780
2023-09-24 01:46:14 +09:00
Hajime Hoshi
01e2c92e56
internal/ui: remove unnecessary code
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This was an old code when Ebitengine created a dummy invisible
window before creating the main window.
2023-09-24 01:42:39 +09:00
Hajime Hoshi
69e3a2b974
internal/ui: refactoring: (*monitors).update must be called from the main thread
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In the current implementation, (*monitors).update is not called
from other threads, but the current code is fragile.
2023-09-24 01:37:11 +09:00
Hajime Hoshi
7664647ad1
internal/ui: bug fix: needed to wait before entering into fullscreen
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Just after moving a window to another monitor, waiting a little while
was required before entering into fullscreen.
Closes #2778
2023-09-23 19:02:36 +09:00
Hajime Hoshi
4ef98b3ea9
internal/ui: bug fix: wrong calculation of the initial window position
...
Updates #2778
2023-09-23 18:51:58 +09:00
Hajime Hoshi
b3058b68a0
ebiten: change the unit of (*Monitor).Bounds
...
Monitors can have different device scale factors, and in this case,
it doesn't make sense to use device-independent pixels as unit for
monitor positions and sizes.
Updates #2778
2023-09-23 17:58:23 +09:00
Hajime Hoshi
d736a8cff7
internal/ui: bug fix: GetVideoMode must not be called from othere threads
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Now setInitMonitor can be called from any other threads than the main
thread. Do not call this.
This change fixes the issue by using *Monitor instead of *glfw.Monitor.
2023-09-23 17:30:18 +09:00
Hajime Hoshi
e0cd031aea
internal/ui: bug fix: replace initWindowMonitor usages with initMonitor
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There were two similar member variables internalWindowMonitor and
initMonitor, and when SetMonitor is called, probably there were
some inconsitency between them.
This change fixes the issue by not using initWindowMonitor.
Closes #2779
2023-09-23 17:17:38 +09:00
Hajime Hoshi
2702c6b228
internal/processtest: suppress issue2475 test for Windows
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The result seems flaky unfortunately.
2023-09-23 00:18:41 +09:00
Hajime Hoshi
0e27a8a30b
internal/shader: bug fix: spaces around a compiler directive should be allowed
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Closes #2771
2023-09-22 01:45:11 +09:00
Hajime Hoshi
2f835a0ee2
internal/graphics: fix wrong comments
2023-09-21 01:59:20 +09:00
Hajime Hoshi
20ef839e03
all: rename arguments in Fragment
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Updates #2767
2023-09-21 01:35:57 +09:00
Hajime Hoshi
2c8a2a584f
internal/gamepaddb: update the database
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This adopts the commit e72ff9cb76
Closes #2766
2023-09-18 21:20:10 +09:00
Hajime Hoshi
0dcfa5f54b
Revert "internal/gamepaddb: update the database"
...
This reverts commit 4375fffcbe
.
Reason: test failures
2023-09-18 19:23:45 +09:00
Hajime Hoshi
4375fffcbe
internal/gamepaddb: update the database
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This adopts the commit 8adb15e0a2
2023-09-18 19:07:01 +09:00
Hajime Hoshi
14f2ee198e
ebiten: add SetWindowMousePassthrough and IsWindowMousePassthrough
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Closes #2511
2023-09-18 18:31:22 +09:00
Hajime Hoshi
c8d38f7f25
internal/glfw, interna/cglfw, internal/goglfw: add MousePassthrough
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Work in progress
Updates #2511
2023-09-18 18:31:22 +09:00
Hajime Hoshi
777c575638
internal/goglfw: typo
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Fortunately, this function is actually not called.
2023-09-18 18:30:43 +09:00
Hajime Hoshi
6f41a05264
Revert "internal/graphicsdriver/directx: remove tearing"
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This reverts commit 78d3e4273b
.
Reason: tearing is potentially risky but needed for maximizing FPS.
Also, tearing is officially recommended by Microsoft (see [1])
Closes #2697
[1] https://github.com/microsoft/DirectX-Graphics-Samples/blob/master/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingHelloWorld/DeviceResources.cpp#L520
2023-09-18 03:30:34 +09:00
Hajime Hoshi
8a0aba45f5
internal/ui: update touches after the layout is determined on mobiles
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Closes #2763
2023-09-17 21:56:26 +09:00
Hajime Hoshi
07d2706e63
internal/processtest: bug fix: allow some numerical errors for cursor positions
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Updates #2475
2023-09-17 19:58:30 +09:00
Hajime Hoshi
fd689467c5
internal/processtest: add a test for capturing cursor and fullscreen
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Updates #2475
2023-09-17 19:41:56 +09:00
Hajime Hoshi
02fd8cfb07
internal/ui: bug fix: preserve a captured cursor positions for toggling fullscreening for browsers
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Closes #2475
2023-09-17 18:38:00 +09:00
Hajime Hoshi
a5aa721bda
internal/ui: update mouse and touch cursors after the layout is determined on browsers
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Updates #2763
2023-09-17 16:30:47 +09:00
Hajime Hoshi
6ab509f221
internal/ui: reland: bug fix: preserve cursor positions for toggling fullscreening for desktops
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Updates #2475
2023-09-17 15:54:39 +09:00
Hajime Hoshi
9d73e45677
Revert "internal/ui: bug fix: preserve cursor positions for toggling fullscreening for desktops"
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This reverts commit 7ed4db90be
.
Reason: compile error on Windows
2023-09-17 15:43:38 +09:00
Hajime Hoshi
7ed4db90be
internal/ui: bug fix: preserve cursor positions for toggling fullscreening for desktops
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Updates #2475
2023-09-17 15:26:08 +09:00
Hajime Hoshi
7becaa19e6
internal/ui: bug fix: native APIs must be called from the main thread
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Updates #2763
2023-09-17 15:14:57 +09:00
Hajime Hoshi
0475baf9e2
internal/ui: update comments
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Updates #2763
2023-09-17 14:59:43 +09:00
Hajime Hoshi
8c25b07336
internal/ui: call updateInputState after layoutGame
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The cursor position is affected by the current layout. Then, input
states should be updated after layoutGame is called.
Updates #2763
2023-09-17 14:58:32 +09:00
Hajime Hoshi
a62b8a00e7
internal/ui: use float64 for cursor positions internally
2023-09-17 03:43:18 +09:00
Hajime Hoshi
226497a8a9
internal/cglfw: bug fix: Motif hints should be updated for functions and decorations at the same time
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Updates #2289
Closes #2760
2023-09-17 00:40:17 +09:00
Hajime Hoshi
90ee615e00
internal/cglfw: disable a maximizing button when a max window size is specified
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Closes #2289
2023-09-16 23:41:19 +09:00
Hajime Hoshi
7698ec0665
internal/cglfw: rename a file
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Updates #2759
2023-09-16 23:17:17 +09:00
Hajime Hoshi
2737bd6d04
internal/cglfw: drop a native Wayland support
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Closes #2759
2023-09-16 21:46:24 +09:00
Hajime Hoshi
45acc2c5d8
internal/ui: reland: bug fix: disable window size limitation on fullscreen
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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
0e19cd10be
internal/shader: add type checks for a bitwise operator + assignment
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Closes #2754
2023-09-13 04:17:46 +09:00
Hajime Hoshi
1f67518319
internal/shader: clean up tests
2023-09-13 03:57:20 +09:00
Hajime Hoshi
320cec8869
internal/shaderir: refactoring
2023-09-13 03:25:42 +09:00
Hajime Hoshi
19413c2805
internal/shader: refactoring: move type deduction to shaderir package
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Updates #2754
2023-09-13 00:18:47 +09:00
Hajime Hoshi
5e30e1ee1d
internal/shader: refactoring
2023-09-12 03:27:30 +09:00
Hajime Hoshi
73e4423fe7
internal/shader: bug fix: bitwise operators with assignment didn't work
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Closes #2752
Updates #2754
2023-09-12 03:15:28 +09:00
Hajime Hoshi
c13980158f
internal/shader: add type checks for bitwise operators
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Updates #2754
2023-09-12 02:40:42 +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
55bfc02509
internal/processtest: use (*testing.T).TempDir
2023-09-06 11:37:27 +09:00
Hajime Hoshi
20ddfba983
internal/shader: bug fix: error in assinments to multiple variables
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Closes #2747
2023-09-04 02:21:45 +09:00
Hajime Hoshi
1bbded8653
internal/shader: bug fix: wrong local variable index was used for assignments
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Closes #2655
2023-09-04 01:23:03 +09:00
Hajime Hoshi
f82114e8eb
internal/shader: add parseFor
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Updates #1897
2023-09-03 17:15:39 +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
...
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