Hajime Hoshi
e03cb0d4df
examples/dropfile: bug fix: go vet failed
2023-01-22 17:31:24 +09:00
Hajime Hoshi
8c25fac860
ebiten: add AppendDroppedFiles
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Closes #1868
2023-01-22 17:22:25 +09:00
Hajime Hoshi
40aa35750c
ebiten: bug fix: updating the input state must be protected by a mutex
2023-01-22 01:49:43 +09:00
Hajime Hoshi
b79f0394cc
internal/ui: refactoring: allow slices in InputState
2023-01-22 01:28:57 +09:00
Hajime Hoshi
d53803615a
internal/ui: merge a window-closing state into an input state
2023-01-21 23:42:48 +09:00
Hajime Hoshi
d37aadd064
.github/workflows: fix govetblock.txt
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Updates #2546
2023-01-21 22:17:36 +09:00
Hajime Hoshi
35e25a3636
rename internal/glfwwin -> internal/goglfw
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Updates #2546
2023-01-21 22:09:21 +09:00
Hajime Hoshi
aebb7e9aef
.github/workflows: update wasmbrowsertest
2023-01-21 18:47:30 +09:00
Hajime Hoshi
b065f53a67
.github/workflows: update Go 1.20 to RC3
2023-01-20 16:16:41 +09:00
Hajime Hoshi
06bc569b73
internal/shader: bug fix: wrongly typed constants were unexpectedly used
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Closes #2549
2023-01-20 02:26:39 +09:00
Hajime Hoshi
f054a7634a
ebiten: deprecate (*Image).Size
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Closes #2351
2023-01-20 01:26:37 +09:00
Hajime Hoshi
8d61d43371
.github/ISSUE_TEMPLATE: remove 02-security.yml
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GitHub now provides a default template.
https://docs.github.com/en/code-security/security-advisories/repository-security-advisories/configuring-private-vulnerability-reporting-for-a-repository
2023-01-18 03:37:00 +09:00
Hajime Hoshi
f17be388b2
update Oto to v2.4.0-alpha.11
2023-01-15 02:08:47 +09:00
Hajime Hoshi
96a44eceaf
internal/glfwwin: remove unused functions
2023-01-14 17:04:46 +09:00
Hajime Hoshi
72f026e254
internal/graphicsdriver/opengl/gl: bug fix: searching GL libraries failed on some machines
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On a Debian machine, LD_LIBRARY_PATH might not be set and libGL.so might
not exist (libGL.so.1 exists instead). In this case, searching for a GL
library fails
This change fixes the issue by not using LD_LIBRARY_PATH and also including
`libGL.so.*` files as candidates for dlopen.
Closes #2539
2023-01-13 15:08:06 +09:00
Pierre Curto
abd293fae6
text, vector: fix typos and redundant casts ( #2537 )
2023-01-13 03:28:41 +09:00
Hajime Hoshi
a06c15fb66
update Oto (bug fix: possible memory leak on Windows)
2023-01-12 13:20:09 +09:00
Hajime Hoshi
8017f2b3a8
update Oto (bug fix: crash when a device is switched during suspension on Windows)
2023-01-12 04:41:31 +09:00
Hajime Hoshi
4cc9d4d0db
update Oto (avoid crashing w/ a PS5 controller)
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A game might crash when a PS5 controller is connected due to switching
audio device. The latest Oto fix at least avoids this crash.
This crash is confirmed only with a Steam game so far.
Updates #2535
2023-01-12 03:58:27 +09:00
Hajime Hoshi
1da6b06041
.github/workflows/vuln: update Go versions
2023-01-11 21:37:19 +09:00
Hajime Hoshi
ff4e382902
update Oto (more precise buffer-size calculations)
2023-01-10 01:00:11 +09:00
Hajime Hoshi
d3553bf698
update Oto (adjust the buffer size to 50[ms] for Windows)
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Updates #2534
2023-01-09 22:15:08 +09:00
Hajime Hoshi
80bbdd3ca3
update Oto (fix for buffer size calculation on macOS/iOS)
2023-01-09 21:54:45 +09:00
Hajime Hoshi
0288a552e1
update Oto
2023-01-09 20:37:11 +09:00
Hajime Hoshi
8ef52841bc
audio: use NewContextWithOptions
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Upates #2534
2023-01-09 19:15:31 +09:00
Hajime Hoshi
6bce8fea2d
audio: update comments
2023-01-09 18:53:19 +09:00
Hajime Hoshi
217584ceb3
bug fix: unexpected 'replace' in go.mod
2023-01-09 02:16:30 +09:00
Hajime Hoshi
08fba564f8
internal/ui: refactoring: define global sel_ objects
2023-01-09 01:41:13 +09:00
Hajime Hoshi
6f4cb04ebb
text: make CacheGlyphs create all the sub-pixel variations ( #2530 )
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Before this change, CacheGlyphs created only necessary glyphs wihtout
considering variations by sub-pixels in X direction. This was sometimes
unexpected when a user might want to prepare glyph cache with a string
including all the letters, instead of actual texts.
This change makes CacheGlyphs create all the sub-pixel variations of
the given runes.
Updates #2469
Closes #2528
2023-01-07 23:22:55 +09:00
divVerent
abece041f4
internal/graphicsdriver/opengl: fix state tracking of glBindTexture / glActiveTexture interaction ( #2526 )
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After switching texture units using glActiveTexture, a different texture may
be bound. For now, let's just force the active texture state variable to zero
so the next glBindTexture call isn't skipped.
Closes #2525
2023-01-07 23:13:14 +09:00
Hajime Hoshi
95f1ef0fb9
internal/ui: bug fix: recover the cursor shape when the cursor is visible
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Closes #2527
2023-01-07 20:03:21 +09:00
Hajime Hoshi
86fa9366f7
internal/ui: use 'set' instead of 'push' for cursors
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We don't need to use a cursor stack.
2023-01-07 19:16:41 +09:00
Hajime Hoshi
ed8efa54e3
update Oto and purego
2023-01-07 18:58:04 +09:00
Hajime Hoshi
847d1cae73
internal/graphicsdriver/opengl/gl/: refactoring
2023-01-07 17:01:00 +09:00
Hajime Hoshi
d615c2f42a
internal/graphicsdriver/opengl/gl: bug fix: isES was not set
2023-01-07 03:46:30 +09:00
Hajime Hoshi
869ca1e01f
internal/graphicsdriver/opengl/gl: fix a wrong comment
2023-01-07 03:41:02 +09:00
Hajime Hoshi
983e8abd46
internal/graphicsdriver/opengl/gl: bug fix: an unavailable library name might be chosen
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Instead, let's try all the names with dlopen.
Updates #2523
2023-01-07 03:06:12 +09:00
Hajime Hoshi
df7b7b731e
internal/graphicsdriver/opengl/gl: bug fix: libGL.so might not exist in Steam
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Instead, libGL.so.1 might exist. Use LD_LIBRARY_PATH and list the
candidates.
Closes #2523
2023-01-07 00:03:07 +09:00
Hajime Hoshi
2f948f35d0
.github/workflows: use Go 1.20.0-rc.2
2023-01-05 19:20:34 +09:00
Hajime Hoshi
b860d8dc61
internal/graphicsdriver/metal/mtl: bug fix: test failures
2023-01-05 14:14:42 +09:00
Hajime Hoshi
41700fe6bb
update dependencies
2023-01-05 14:00:55 +09:00
Hajime Hoshi
c5848455f5
internal/graphicsdriver/metal: use MTLGPUFamily instead of MTLGPUFeatureSet
2023-01-05 13:37:37 +09:00
Hajime Hoshi
cf76e3c646
internal/graphicsdriver/opengl: better place to reset uniform variables
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Updates #2517
2023-01-04 01:36:04 +09:00
Hajime Hoshi
599be725b9
internal/graphicsdriver/metal: fix comments
2023-01-03 23:16:01 +09:00
Hajime Hoshi
7418576c16
internal/ui: re-enable skipping to render the final screen when possible
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With Metal, nextDrawable could return immediately when a command buffer
is empty. To avoid high CPU usage, this change adds a slight sleep in
this case.
With DirectX, Present waits for a while even though nothing is updated,
then that's fine.
Updates #2341
Updates #2342
Updates #2520
2023-01-03 23:09:28 +09:00
Hajime Hoshi
edb952c9e7
internal/graphicsdriver/metal: add comments
2023-01-03 22:10:33 +09:00
Hajime Hoshi
365740aca9
internal/ui: update comments
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Updates #2521
2023-01-03 21:39:34 +09:00
Hajime Hoshi
67c9d65d82
internal/ui: refactoring
2023-01-03 21:17:47 +09:00
Hajime Hoshi
0bdfeec610
internal/ui: use a separate render thread for Nintendo Switch
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Updates #2512
2023-01-03 21:12:18 +09:00
Hajime Hoshi
312dce950c
internal/ui: bug fix: compile failures with -tags=nintendosdk
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Needed to use NativeDisplayType for eglGetDisplay.
2023-01-03 20:38:45 +09:00