Commit Graph

3666 Commits

Author SHA1 Message Date
Hajime Hoshi
f3ea274d20 internal/shader: add type checks for the builtin function mix
Updates #2184
2022-08-19 01:19:20 +09:00
Hajime Hoshi
ec851a85f5 internal/shader: add type checks for the builtin function step
Updates #2184
2022-08-19 00:25:04 +09:00
Hajime Hoshi
34cc6405dd internal/shader: add type checks for the builtin function clamp
Updates #2184
2022-08-19 00:14:38 +09:00
Hajime Hoshi
82a9aac689 internal/shader: add type checks for the builtin function cross
Updates #2184
2022-08-18 23:45:01 +09:00
Hajime Hoshi
7af6c99954 internal/shader: add type checks for some builtin functions
Updates #2184
2022-08-18 23:21:25 +09:00
Hajime Hoshi
3aad4fada1 internal/shaderir: add comments
Updates #2253
2022-08-18 17:46:53 +09:00
TotallyGamerJet
05470f7706
internal/graphicsdriver/metal: remove C for macOS (#2243)
Updates #1162
2022-08-18 01:39:34 +09:00
Hajime Hoshi
fb775d806c internal/shader: disallow 'discard' in other functions than the fragment entry point
Closes #2248
2022-08-17 23:39:52 +09:00
Hajime Hoshi
9d303e8dc5 internal/graphicsdriver/directx: bug fix: do not reset command allocators at Begin
Closes #2249
2022-08-17 22:37:26 +09:00
Hajime Hoshi
e9e48919df internal/processtest: rename test 2022-08-17 22:04:51 +09:00
Hajime Hoshi
b211b79a5c internal/shader: use a return statement in a fragment shader entrypoint
Updates #2247
2022-08-17 22:02:13 +09:00
Hajime Hoshi
bf4648eb35 internal/shaderir: fix a wrong comment 2022-08-17 17:43:59 +09:00
Hajime Hoshi
cf92158e33 ebiten: bug fix: add an indirect function call for a fragment shader
Closes #2245
Closes #2247
2022-08-17 16:37:37 +09:00
Hajime Hoshi
bb2df24f83 internal/graphicsdriver/directx: use DXGI_PRESENT_TEST when the screen is invisible
This change also reduces FPS to about 10 when the screen is invisible
in order to save CPU power.

Closes #2181
2022-08-17 00:10:44 +09:00
Hajime Hoshi
5b182efe7e internal/ui: forbide SetWindowSize when the window is maximized
On Windows, changing the size of a maximized window results in
unexpected states. Let's forbid this.

On macOS, a maximized window is just a regular window so it is
OK to allow resizing by `SetWindowSize`.

On Linux or other Unix, the behavior depends on window systems
and it is hard to expect what would happen, so forbid this just in
case.

Closes #1986
2022-08-15 16:29:20 +09:00
Hajime Hoshi
bc8e2fe6ac internal/glfw: bug fix: the window should be focused when closing is handled
Closes #2165
2022-08-12 22:34:19 +09:00
Hajime Hoshi
dd292552d5 audio: move the implementation for NintendoSDK to Oto
Updates #2242
2022-08-12 20:53:55 +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
Hajime Hoshi
dac6548c0c all: rename ebitenginecbackend to nintendosdk
Updates #2242
2022-08-12 02:05:29 +09:00
Hajime Hoshi
0578a831cc internal/microsoftgdk: initialize GDK on the Ebitengine side
Updats #2084
2022-08-11 21:45:13 +09:00
Hajime Hoshi
91797a6589 internal/microsoftgdk: remove dummy.c
Simply this was not needed.

Updates #2084
2022-08-11 21:23:13 +09:00
Hajime Hoshi
094726915b
ebiten: add IsStandardGamepadAxisAvailable and IsStandardGamepadButtonAvailable (#2241)
Closes #2040
2022-08-11 12:35:20 +09:00
Hajime Hoshi
85aabf734b internal/ui: remove panic at (*glfwWindow).Maximize
Just doing nothing is more consistent with other functions.

Updates #1990
2022-08-10 22:18:55 +09:00
Hajime Hoshi
4104abdf77 internal/ui: refactoring 2022-08-10 21:34:39 +09:00
Hajime Hoshi
b5196a5a7c internal/ui: bug fix: glfwWindow.IsMaximized should not return true on fullscreen
Closes #2239
2022-08-10 21:17:13 +09:00
Hajime Hoshi
7a936f7052 internal/ui: enable SetWindowSize even with fullscreen on macOS
Closes #1590
2022-08-10 15:57:59 +09:00
Hajime Hoshi
085b64006d internal/ui: refactoring: indentation 2022-08-10 15:47:50 +09:00
Hajime Hoshi
2ab255dd1c internal/ui: refactoring: delay the call of outsideSize() 2022-08-10 14:53:28 +09:00
Hajime Hoshi
7eff5cbd4a internal/ui: refactoring: separate updateSize into updateSize and outsideSize 2022-08-10 14:50:20 +09:00
Hajime Hoshi
2480871155 internal/ui: bug fix: compile error 2022-08-10 12:11:32 +09:00
Hajime Hoshi
57fc4d438b internal/ui: refactoring: separate the Windows API part to another file 2022-08-10 11:51:35 +09:00
Hajime Hoshi
a57560105f internal/ui: refactoring: add userInterfaceImplNative for each OS 2022-08-10 11:44:03 +09:00
Hajime Hoshi
d0fa68691c internal/ui: enable some functions even on fullsceen
This is thanks to a GLFW v3.3.8 change:
9950cc52df

Updates #1590
2022-08-10 09:00:33 +09:00
Hajime Hoshi
a84a738360 internal/ui: bug fix: collectionBehavior mattered for fullscreen
Closes #2238
2022-08-10 01:06:26 +09:00
Hajime Hoshi
205245b094 internal/shader: implement a new built-in function discard
Closes #1969
2022-08-09 11:31:59 +09:00
Hajime Hoshi
2826555044 internal/cbackend: remove CloseAudio 2022-08-08 12:38:27 +09:00
Hajime Hoshi
0217ed0544 ebiten: add WritePixels replacing ReplacePixels
Closes #2236
2022-08-08 03:50:27 +09:00
Hajime Hoshi
34aa52459e internal/ui: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:32:26 +09:00
Hajime Hoshi
bd1b9cdb9b internal/mipmap: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:32:21 +09:00
Hajime Hoshi
7061b34222 internal/buffered: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:32:11 +09:00
Hajime Hoshi
8ce84c6596 internal/atlas: rename ReplacePixels -> WritePixels 2022-08-08 03:24:46 +09:00
Hajime Hoshi
af894d5c83 internal/restorable: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:16:26 +09:00
Hajime Hoshi
7542bbc29c internal/graphicscommand: bug fix: test failures
Updates #2236
2022-08-08 03:10:50 +09:00
Hajime Hoshi
70f5e84098 internal/graphicsdriver: rename ReplacePixels to WritePixels
Updates #2236
2022-08-08 03:05:04 +09:00
Hajime Hoshi
ea04e2a9de ebiten: remove returning error from ReadPixels
- As ReadPixels should often be used at Draw, error handling would be hard.
- Make the API consistent with ReplacePixels.

Updates #1995
2022-08-08 02:48:25 +09:00
Hajime Hoshi
869147eda0 internal/graphicscommand: rename pixelCommand -> readPixelCommand
Updates #1995
2022-08-08 01:47:07 +09:00
Hajime Hoshi
81bd5b488c ebiten: add (*Image).ReadPixels
Closes #1995
2022-08-08 01:42:26 +09:00
Hajime Hoshi
72d5002e72 remove go2cpp support
Closes #2126
2022-08-07 22:17:53 +09:00
Hajime Hoshi
abcacc26d8 internal/glfwwin: update for GLFW v3.3.8
Closes #2214
2022-08-07 15:03:33 +09:00