Commit Graph

6700 Commits

Author SHA1 Message Date
Hajime Hoshi
263276c5ab internal/uidriver/glfw: Refactoring 2021-09-23 02:48:22 +09:00
Hajime Hoshi
422387c7cd internal/uidriver/glfw: Refactoring 2021-09-23 02:03:37 +09:00
Hajime Hoshi
f00bdc99f7 examples: Change the sample rate to 48000
Closes #1649
2021-09-23 01:36:00 +09:00
Hajime Hoshi
4b64eadfe5 internal/mipmap, internal/atlas: Integrate for-loops for color scaling 2021-09-23 00:28:20 +09:00
Hajime Hoshi
8063f2050c internal/graphicscommand: Optimize flush 2021-09-23 00:03:41 +09:00
Hajime Hoshi
7675e2735b internal/graphicscommand: Refactoring: Do not you 'int' as a variable name 2021-09-22 23:39:56 +09:00
Hajime Hoshi
683da479c7 .github/worksflows: Bug fix: wasmbrowsertest doesn't support -shuffle yet 2021-09-22 20:09:31 +09:00
Hajime Hoshi
3cb5f78036 .github/worksflows: Bug fix: Add =on to -shuffle 2021-09-22 19:58:34 +09:00
Hajime Hoshi
0c1449de5e .github/worksflows: Add -shuffle
Closes #1817
2021-09-22 19:50:05 +09:00
Hajime Hoshi
f79acf9569 internal/mipmap: Bug fix: nil should be meaningful for a mipmap map 2021-09-21 00:46:11 +09:00
Hajime Hoshi
81fd7ab8f6 internal/mipmap: Create a mipmap map lazily 2021-09-20 23:27:14 +09:00
Hajime Hoshi
9dbff2cddd internal/uidriver/glfw: Make SetFullscreen more responsive on macOS 2021-09-20 21:01:17 +09:00
Hajime Hoshi
07c8cb0e23 examples: Misspelling (//go:generated -> //go:generate) 2021-09-20 15:23:43 +09:00
Hajime Hoshi
537bdb29f8 examples: Update comments 2021-09-20 15:16:09 +09:00
Hajime Hoshi
c279d0c1cf Update dependencies 2021-09-19 18:29:15 +09:00
Hajime Hoshi
0ac4c7323f internal/uidriver/glfw: Bug fix: Potential crash when xgb.NewConn fails 2021-09-19 18:23:51 +09:00
Hajime Hoshi
65c2fd4bcd ebiten: Bug fix: Test compile error 2021-09-19 17:54:13 +09:00
Hajime Hoshi
39dc58658f examples/windowsize: Add -autorestore
Closes #1610
2021-09-19 17:50:55 +09:00
Hajime Hoshi
69300f0c4e examples/windowsize: Rename -screentransparent -> -transparent 2021-09-19 17:49:03 +09:00
Hajime Hoshi
42cd923418 ebiten: Add FillRule
Closes #1715
2021-09-19 17:17:00 +09:00
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