Commit Graph

8423 Commits

Author SHA1 Message Date
Hajime Hoshi
e69ada7f5c .builds: use fedora/latest again
This was fixed at 6b1f66e9ea.

Updates #2688
2023-07-06 18:27:59 +09:00
Hajime Hoshi
cbeab36fd2 .builds: change the image name for Fedora
Updates #2688
2023-07-01 00:38:27 +09:00
divVerent
0439167637 mobile/ebitenmobileview: Android: include keypress runes even for unmapped keys. (#2685)
Note that this is a theoretical bug - I do not have a keyboard I can
reproduce this. However, if I remove a key from genkeys.go, pressing
that key will, after this change, still emit its character to
AppendInputChars.

Thus, this better supports "odd" international keyboards.

Also, make the updateInput calls more consistent - always one call per
event. This should change no behavior, but should be more debuggable.

Closes #2684
2023-06-24 21:33:54 +09:00
divVerent
1b9a7439f4 mobile/ebitenmobileview: make runes a parameter. (#2683)
This prevents duplicate input characters due to concurrent touch events.

Closes #2682
2023-06-24 13:41:41 +09:00
Hajime Hoshi
6566a6d63f .github/workflows: reenable 32bit Linux building
Closes #2667
2023-06-24 02:51:45 +09:00
Hajime Hoshi
4e535aa1a6 .github/workflows: update Go versions 2023-06-24 02:50:05 +09:00
divVerent
2942fa56c1 internal/ui: compute antialias region size correctly. (#2681)
Closes #2679
2023-06-24 02:26:18 +09:00
Hajime Hoshi
038cacf97f examples/shader: make the default shader deterministic
Updates #1431
Updates #2638
2023-05-04 23:49:02 +09:00
Hajime Hoshi
1de600e397 .github/workflows: update 2023-05-04 23:45:22 +09:00
Hajime Hoshi
96f9ea1b2e examples/shader: bug fix: wrong usages of position
Closes #2638
Updates #1431
2023-05-04 23:45:18 +09:00
Hajime Hoshi
dad36c8de8 internal/shader: bug fix: a swizzling 'r' didn't work for vec2
Closes #2652
2023-04-23 21:29:47 +09:00
Hajime Hoshi
420e24f4be .github/workflows: update Go versions 2023-04-10 15:30:40 +09:00
Hajime Hoshi
6f3ef30180 internal/ui: bug fix: wrong mouse cursor movement calculation
Closes #2634
2023-04-10 15:26:28 +09:00
Hajime Hoshi
3f2195178f internal/processtest: add a test for #2620
Updates #2620
2023-04-01 03:59:18 +09:00
Hajime Hoshi
e41c2c79fe internal/ui: a more robust fix for the unfocused-window loop
Depending on the member variable bufferOnceSwapped is a little fragile.
Detect whether the window is shown or not instead.

Updates #2620
2023-04-01 03:37:44 +09:00
Hajime Hoshi
2698c6f2c1 internal/ui: bug fix: an unfocused window should not wait until buffers are swapped once
On macOS, a window is hidden until buffers are swapped once. If a game is
not runnable on unfocused, as the window is hidden and unfocused, the
waiting loop for a window never ends.

This change fixes the issue by changing the loop condition.

Closes #2620
2023-04-01 03:04:41 +09:00
Hajime Hoshi
140c1ea6c9 ebiten: update documents 2023-03-23 19:56:36 +09:00
Hajime Hoshi
acf05b8d2b ebiten: update comments
Updates #2171
2023-03-20 11:05:28 +09:00
Hajime Hoshi
337cde76b4 ebiten: add comments at ColorScale.Scale
Updates #2171
2023-03-20 10:58:06 +09:00
Hajime Hoshi
8e2955f9c9 ebiten: update comments for ColorM
Updates #2171
2023-03-18 11:24:36 +09:00
Hajime Hoshi
19bd785fc4 vector: bug fix: compile error for tests 2023-03-18 11:13:31 +09:00
Hajime Hoshi
83dfc12e49 ebitenutil: use vector's functions again but with anti-alias false
This is basically a revert for bf63d2310d.

As anti-alias options are added to the vector package's functions, we
should be able to emulate the same thing without performance penalty.

Updates #2605
Updates #2606
2023-03-18 11:10:34 +09:00
Hajime Hoshi
ca3049a25d vector: add anti-alias options to the utility functions
Closes #2606
2023-03-18 11:05:01 +09:00
Hajime Hoshi
def468571e ebitenutil: add comments and use ColorScale
Updates #2605
2023-03-18 10:42:28 +09:00
Hajime Hoshi
a95ea252dd ebitenutil: revert the implementation of Draw* functions
Using vector functions caused unexpected increase of draw calls.
Revert the Draw* functions to use regular DrawImage/DrawTriangles.

Closes #2605
2023-03-18 10:27:41 +09:00
Hajime Hoshi
796fe13cc5 internal/gamepad: bug fix: possible crash at iterating gamepads
Closes #2603
2023-03-17 11:41:02 +09:00
Hajime Hoshi
73bb114b2a release v2.5.0-rc.1 2023-03-15 12:54:14 +09:00
Hajime Hoshi
faca493fbc go generate 2023-03-15 03:18:28 +09:00
Hajime Hoshi
e4aace6c40 examples/blend: shrink the window for small displays 2023-03-14 22:21:35 +09:00
Hajime Hoshi
3951df05c8 examples/audiopanning: fix the initial panning 2023-03-14 21:30:55 +09:00
Hajime Hoshi
84a86c86e4 examples/blend: disable resizing the window 2023-03-14 21:22:27 +09:00
Hajime Hoshi
ac370d3678 update Oto
Updates hajimehoshi/oto#207
2023-03-14 20:59:49 +09:00
Hajime Hoshi
39aaf7fe37 ebiten: update comments
Updates #2601
2023-03-14 13:07:40 +09:00
Hajime Hoshi
b1048025d9 ebiten: separate graphics.go into compositemode.go and it 2023-03-14 00:45:10 +09:00
Hajime Hoshi
1656c47abf internal/ui: bug fix: hiding a window decoration at initialization doesn't work on macOS
Closes #2600
2023-03-14 00:27:57 +09:00
Hajime Hoshi
3bcac70d1c internal/graphicsdriver/metal: add comments 2023-03-13 22:21:55 +09:00
Hajime Hoshi
e93bcd9e55 internal/ui: bug fix: needed to wait for swapping buffers before entering fullscreen
Closes #2599
2023-03-13 21:40:40 +09:00
Hajime Hoshi
65fb9d56ba internal/graphicsdriver/metal: refactoring
Updates #2599
2023-03-13 21:29:42 +09:00
Hajime Hoshi
903b5ab046 examples/blend: clean up 2023-03-13 02:11:05 +09:00
Hajime Hoshi
80cbf7cbae examples: bug fix: wrong sample rate 2023-03-13 00:23:57 +09:00
Hajime Hoshi
597fe171a4 examples/additive: remove examples/additive
This is duplicated with examples/blend.
2023-03-12 23:44:53 +09:00
divVerent
10c1b56e62
cmd/ebitenmobile: fix Xbox-ish gamepad axis assignment (#2596)
This commit mirrors https://github.com/libsdl-org/SDL/pull/7405
(6f1f586086).

Note that for SDL, this code is used a lot less than for Ebitengine, as SDL
mostly migrated to HIDAPI and direct USB device access rather than using
Android's APIs. For Bluetooth devices, however, the Java APIs are used the
same way.

This was the remaining problem to be solved to automatically support standard
layout on most standard gamepads (this should cover most Xbox-ish and PS-ish
gamepads on the market).

In particular this covers gamepads with the following assignment:

- Left stick = X/Y, right stick = Z/RZ, triggers = LEFTTRIGGER/RIGHTTRIGGER
  (which basically is what Android docs say and some PS gamepads do)

- Left stick = X/Y, right stick = RX/RY, triggers = Z/RZ
  (Xbox gamepad style, apparently)

- Left stick = X/Y, right stick = RX/RY, triggers = LEFTTRIGGER/RIGHTTRIGGER
  (Not sure if this exists, but it's conceivable)

As we found on the SDL pull request discussion, gamepads that offer flight
controls (e.g. THROTTLE and RUDDER) will likely not work well, before and
after this change.

Closes #2557
2023-03-12 22:32:30 +09:00
Hajime Hoshi
36e2d0ec40 internal/graphicsdriver/metal: bug fix: a path for CoreGraphics.framework didn't work
Closes #2595
2023-03-10 23:24:06 +09:00
Hajime Hoshi
f9f1736a4b update dependencies 2023-03-10 22:37:55 +09:00
Hajime Hoshi
84146510ce internal/restorable: refactoring 2023-03-10 22:29:59 +09:00
Hajime Hoshi
46173ffec6 internal/restorable: refactoring 2023-03-10 01:57:07 +09:00
Hajime Hoshi
8f2097d55e internal/restorable: reduce more duplicated regions 2023-03-09 23:17:02 +09:00
Hajime Hoshi
f3b49e6543 internal/restorable: reduce more duplicated regions 2023-03-09 22:57:57 +09:00
Hajime Hoshi
66db13ef74 internal/restorable: add tests 2023-03-09 21:54:41 +09:00
Hajime Hoshi
694bf449c8 .github/workflows: remove unnecessary file 2023-03-09 17:47:59 +09:00