Hajime Hoshi
|
6d898d752e
|
ebiten: add (*Monitor).DeviceScaleFactor()
This replaces ebiten.DeviceScaleFactor().
Updates #2795
|
2024-02-12 17:09:03 +09:00 |
|
Hajime Hoshi
|
27fd10595b
|
internal/ui: refactoring: reduce global functions and prefer Get()
|
2023-10-15 03:40:48 +09:00 |
|
Hajime Hoshi
|
69f1fa5f29
|
internal/ui: unify the receivers for UI
|
2023-10-15 02:51:23 +09:00 |
|
Hajime Hoshi
|
7becaa19e6
|
internal/ui: bug fix: native APIs must be called from the main thread
Updates #2763
|
2023-09-17 15:14:57 +09:00 |
|
Hajime Hoshi
|
8c25b07336
|
internal/ui: call updateInputState after layoutGame
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
|
b79f0394cc
|
internal/ui: refactoring: allow slices in InputState
|
2023-01-22 01:28:57 +09:00 |
|
Hajime Hoshi
|
7018318546
|
internal/ui: bug fix: compile error on the testing CI
|
2023-01-01 18:01:14 +09:00 |
|
Hajime Hoshi
|
afbd1aebf1
|
internal/ui: use -overlay to provide the implementation for Nintendo Switch
Updates #2372
|
2023-01-01 01:35:05 +09:00 |
|
Hajime Hoshi
|
5e7ec81f5c
|
internal/ui: rename functions
|
2022-12-27 12:54:01 +09:00 |
|
Hajime Hoshi
|
dd7e125d9c
|
ebiten: add KeyName for desktops and browsers
Updates #1904
|
2022-12-25 03:37:29 +09:00 |
|
Hajime Hoshi
|
d1b9a0a9a1
|
internal/ui: freeze the input state for each frame
After this change, the input APIs will return more consistent results
for one frame.
Closes #2496
|
2022-12-18 23:54:43 +09:00 |
|
Artem Yadelskyi
|
5b53cef59e
|
all: remove old // +build comments (#2431)
Closes #2325
|
2022-11-03 12:55:14 +09:00 |
|
Hajime Hoshi
|
8081d0636a
|
internal/cbackend: rename to nintendosdk
Updates #2242
|
2022-08-12 17:19:37 +09:00 |
|
Hajime Hoshi
|
e7c0a121c4
|
all: remove the build tag 'ebitencbackend'
This also automatically enables 'egl' when 'nintendosdk' is specified.
Updates #2242
|
2022-08-12 13:15:39 +09:00 |
|