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- // Copyright 2014 Hajime Hoshi
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- // Package ebiten provides graphics and input API to develop a 2D game.
- //
- // You can start the game by calling the function RunGame.
- //
- // // Game implements ebiten.Game interface.
- // type Game struct{}
- //
- // // Update proceeds the game state.
- // // Update is called every tick (1/60 [s] by default).
- // func (g *Game) Update() error {
- // // Write your game's logical update.
- // return nil
- // }
- //
- // // Draw draws the game screen.
- // // Draw is called every frame (typically 1/60[s] for 60Hz display).
- // func (g *Game) Draw(screen *ebiten.Image) {
- // // Write your game's rendering.
- // }
- //
- // // Layout takes the outside size (e.g., the window size) and returns the (logical) screen size.
- // // If you don't have to adjust the screen size with the outside size, just return a fixed size.
- // func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
- // return 320, 240
- // }
- //
- // func main() {
- // game := &Game{}
- // // Specify the window size as you like. Here, a doubled size is specified.
- // ebiten.SetWindowSize(640, 480)
- // ebiten.SetWindowTitle("Your game's title")
- // // Call ebiten.RunGame to start your game loop.
- // if err := ebiten.RunGame(game); err != nil {
- // log.Fatal(err)
- // }
- // }
- //
- // In the API document, 'the main thread' means the goroutine in init(), main() and their callees without 'go'
- // statement. It is assured that 'the main thread' runs on the OS main thread. There are some Ebitengine functions (e.g.,
- // DeviceScaleFactor) that must be called on the main thread under some conditions (typically, before ebiten.RunGame
- // is called).
- //
- // # Environment variables
- //
- // `EBITENGINE_SCREENSHOT_KEY` environment variable specifies the key
- // to take a screenshot. For example, if you run your game with
- // `EBITENGINE_SCREENSHOT_KEY=q`, you can take a game screen's screenshot
- // by pressing Q key. This works only on desktops and browsers.
- //
- // `EBITENGINE_INTERNAL_IMAGES_KEY` environment variable specifies the key
- // to dump all the internal images. This is valid only when the build tag
- // 'ebitenginedebug' is specified. This works only on desktops and browsers.
- //
- // `EBITENGINE_GRAPHICS_LIBRARY` environment variable specifies the graphics library.
- // If the specified graphics library is not available, RunGame returns an error.
- // This environment variable works when RunGame is called or RunGameWithOptions is called with GraphicsLibraryAuto.
- // This can take one of the following value:
- //
- // "auto": Ebitengine chooses the graphics library automatically. This is the default value.
- // "opengl": OpenGL, OpenGL ES, or WebGL.
- // "directx": DirectX. This works only on Windows.
- // "metal": Metal. This works only on macOS or iOS.
- // "playstation5": PlayStation 5. This works only on PlayStation 5.
- //
- // `EBITENGINE_DIRECTX` environment variable specifies various parameters for DirectX.
- // You can specify multiple values separated by a comma. The default value is empty (i.e. no parameters).
- //
- // "debug": Use a debug layer.
- // "warp": Use WARP (i.e. software rendering).
- // "version=VERSION": Specify a DirectX version (e.g. 11).
- // "featurelevel=FEATURE_LEVEL": Specify a feature level (e.g. 11_0). This is for DirectX 12.
- //
- // The options taking arguments are exclusive, and if multiples are specified, the lastly specified value is adopted.
- //
- // The possible values for the option "version" are "11" and "12".
- // If the version is not specified, the default version 11 is adopted.
- // On Xbox, the "version" option is ignored and DirectX 12 is always adopted.
- //
- // The option "featurelevel" is valid only for DirectX 12.
- // The possible values are "11_0", "11_1", "12_0", "12_1", and "12_2". The default value is "11_0".
- //
- // # Build tags
- //
- // `ebitenginedebug` outputs a log of graphics commands. This is useful to know what happens in Ebitengine. In general, the
- // number of graphics commands affects the performance of your game.
- //
- // `ebitenginegldebug` enables a debug mode for OpenGL. This is valid only when the graphics library is OpenGL.
- // This affects performance very much.
- //
- // `ebitenginesinglethread` disables Ebitengine's thread safety to unlock maximum performance. If you use this you will have
- // to manage threads yourself. Functions like `SetWindowSize` will no longer be concurrent-safe with this build tag.
- // They must be called from the main thread or the same goroutine as the given game's callback functions like Update
- // `ebitenginesinglethread` works only with desktops and consoles.
- // `ebitenginesinglethread` was deprecated as of v2.7. Use RunGameOptions.SingleThread instead.
- //
- // `microsoftgdk` is for Microsoft GDK (e.g. Xbox).
- //
- // `nintendosdk` is for NintendoSDK (e.g. Nintendo Switch).
- //
- // `nintendosdkprofile` enables a profiler for NintendoSDK.
- //
- // `playstation5` is for PlayStation 5.
- package ebiten
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