Commit Graph

29 Commits

Author SHA1 Message Date
Hajime Hoshi
f054a7634a ebiten: deprecate (*Image).Size
Closes #2351
2023-01-20 01:26:37 +09:00
Hajime Hoshi
d3655940bd internal/ui: bug fix: input states must be updated before the hook
Closes #2502
2022-12-21 11:46:58 +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
Hajime Hoshi
3024e07ecc ebiten: add RunGameOptions.ScreenTransparent
Closes #2378
2022-12-09 22:50:57 +09:00
Hajime Hoshi
f4b12462e6 ebiten: rename FloatLayouter -> LayoutFer
Updates #2285
2022-11-09 02:00:23 +09:00
Hajime Hoshi
8567c3c654 ebiten: add FloatLayouter
Closes #2285
2022-11-09 01:52:48 +09:00
Hajime Hoshi
0d6b42fedd internal/ui: refactoring: keep screen/offscreen sizes as float64
Updates #2285
2022-11-09 01:18:41 +09:00
Hajime Hoshi
b019a3723a internal/ui: optimize GPU usages when the screen doesn't have to be updated
This change skips rendering when 1) the screen is not cleared every frame
(`SetScreenClearedEveryFrame(false)`) and 2) Draw doesn't draw anything
onto the screen. The GPU usages decreased on some machines (e.g. GPU usage
was 10% with an empty Ebitengine project and became 2-3 % on a Windows
machine).

Updates #2341
2022-10-28 18:51:06 +09:00
Hajime Hoshi
599571c7a7 ebiten: add geoM argument to DrawFinalScreen
Updates #2046
2022-10-14 23:35:58 +09:00
Hajime Hoshi
30cc36b1ba ebiten: add FinalScreenDrawer
FinalScreenDrawer is an interface for a custom screen rendering. If a
game implements FinalScreenDrawer and is passed to RunGame, its
DrawFinalScreen is called after Draw.

Also this adds `-crt` option to examples/flappy.

Closes #2046
2022-10-14 16:49:32 +09:00
Hajime Hoshi
f15536e8de ebiten: refactoring: remove imageDumperGame
This enables passing the user's Game to internal/ui without wrapping.

This is necessary to check whether the user's Game implements an
optional function or not.

Updates #2046
2022-10-14 02:58:31 +09:00
Hajime Hoshi
25ae96db89 internal/ui: move screenScaleAndOffsets to the ebiten package
Updates #2046
2022-10-14 01:58:07 +09:00
Hajime Hoshi
1ff4918390 ebiten: rename receivers 2022-10-14 00:38:08 +09:00
Hajime Hoshi
4bd3a9ef8f internal/ui: refactoring: move the screen rendering logic to ebiten package
Updates #2046
2022-10-14 00:34:40 +09:00
Hajime Hoshi
d00bd1cb16 internal/ui: refactoring: move setVerticesCache to ui.Image
Updates #2362
2022-09-29 01:21:46 +09:00
Hajime Hoshi
6b23a94ae2 ebiten: bug fix: resolveSetVerticesCacheIfNeeded was not called for the offscreen
Closes #2362
2022-09-28 23:09:09 +09:00
Hajime Hoshi
bac34a4474 ebiten: add NewImageWithOptions and NewImageOptions
This change adds NewImageWithOptions, that creates a new image with
the given options.

NewImageWithOptions takes image.Rectangle instead of a width and a
height, then a user can create an image with an arbitrary bounds.
A left-upper position can be a negative number.

NewImageWithOptions can create an unmanged image, that is no longer
on an automatic internal texture atlas. A user can have finer controls
over the image.

This change also adds tests for this function.

Updates #2013
Updates #2017
Updates #2124
2022-06-15 02:20:19 +09:00
Hajime Hoshi
116e131ccf internal/atlas: rename ImageTypeIsolated -> ImageTypeUnmanaged 2022-06-10 02:11:08 +09:00
Hajime Hoshi
81f91658ff internal/atlas: refactoring: remove SetVolatile and SetIsolate
Pass an image type to NewImage instead.
2022-06-08 01:08:00 +09:00
Hajime Hoshi
5c7917897c internal/ui: refactoring: move the logic in gameForUI to context 2022-04-01 22:33:31 +09:00
Hajime Hoshi
8e40b2562e internal/ui: remove an error returning value from Game.Draw 2022-04-01 19:10:10 +09:00
Hajime Hoshi
e78f34aa26 internal/ui: add Image
This is a preparation for a refactoring. Image will be a proxy to
pass a graphics driver to the lower layer.
2022-03-20 01:39:05 +09:00
divVerent
ea35296be7
ebiten: provide SetScreenFilterEnabled, a way to disable the default screen filter (#1997)
Using FilterNearest rather than filterScreen or FilterLinear speeds up a
Dell E6500 from 23fps->36fps and 27fps->48fps.

Updates #1772
2022-02-24 03:46:27 +09:00
Hajime Hoshi
cc1fd437a1 ebiten: move comments 2022-02-23 02:54:14 +09:00
Hajime Hoshi
352fd76312 ebiten: optimization: use FilterNearest for an integer scale
Updates #1772
2022-02-23 02:52:51 +09:00
Hajime Hoshi
b695cb928a internal/ui: remove RunWithoutMainLoop in non-mobile environments 2022-02-13 22:31:48 +09:00
Hajime Hoshi
0529fa955e ebiten: refactoring: remove the global variable theGameForUI 2022-02-13 20:48:09 +09:00
Hajime Hoshi
82b9f7dc56 ebiten: refactoring: remove setScreenClearedEveryFrame 2022-02-13 20:40:46 +09:00
Hajime Hoshi
0c1c40995c internal/ui: rename types and members: uiContext -> gameForUI 2022-02-13 20:20:46 +09:00