doc: Improve comments

This commit is contained in:
Hajime Hoshi 2017-10-01 20:48:28 +09:00
parent bc2469a275
commit d1333e92a5
6 changed files with 42 additions and 9 deletions

16
ebitenutil/doc.go Normal file
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@ -0,0 +1,16 @@
// Copyright 2017 The Ebiten Authors
//
// 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 ebitenutil provides utility functions for Ebiten.
package ebitenutil

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@ -25,7 +25,7 @@ import (
// OpenFile opens a file and returns a stream for its data. // OpenFile opens a file and returns a stream for its data.
// //
// This function is available both on desktops and browsers. // How to solve path depends on your environment. This varies on your desktop or web browser.
// Note that this doesn't work on mobiles. // Note that this doesn't work on mobiles.
func OpenFile(path string) (ReadSeekCloser, error) { func OpenFile(path string) (ReadSeekCloser, error) {
return os.Open(path) return os.Open(path)

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@ -104,6 +104,8 @@ func (r *recorder) update(screen *ebiten.Image) error {
return nil return nil
} }
// RecordScreenAsGIF is deprecated as of version 1.6.0-alpha.
//
// RecordScreenAsGIF returns updating function with recording the screen as an animation GIF image. // RecordScreenAsGIF returns updating function with recording the screen as an animation GIF image.
// //
// This encodes each screen at each frame and may slows the application. // This encodes each screen at each frame and may slows the application.

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@ -24,11 +24,12 @@ import (
"github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten"
) )
// NewImageFromFile loads the file path and returns ebiten.Image and image.Image. // NewImageFromFile loads the file with path and returns ebiten.Image and image.Image.
// //
// The current directory for path depends on your environment. This will vary on your desktop or web browser. // How to solve path depends on your environment. This varies on your desktop or web browser.
// Note that this doesn't work on mobiles. // Note that this doesn't work on mobiles.
// It'll be safer to embed your resource, e.g., with github.com/jteeuwen/go-bindata instead of using this function. //
// Instead of using this function, it is safer to embed your resources, e.g., with github.com/jteeuwen/go-bindata .
func NewImageFromFile(path string, filter ebiten.Filter) (*ebiten.Image, image.Image, error) { func NewImageFromFile(path string, filter ebiten.Filter) (*ebiten.Image, image.Image, error) {
file, err := OpenFile(path) file, err := OpenFile(path)
if err != nil { if err != nil {

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@ -12,6 +12,9 @@
// See the License for the specific language governing permissions and // See the License for the specific language governing permissions and
// limitations under the License. // limitations under the License.
// Package mobile provides functions for mobile platforms (Android and iOS).
//
// For usage, see https://github.com/hajimehoshi/ebiten/wiki/Mobile, https://github.com/hajimehoshi/ebiten/wiki/Android and https://github.com/hajimehoshi/ebiten/wiki/iOS.
package mobile package mobile
import ( import (
@ -31,7 +34,6 @@ func Start(f func(*ebiten.Image) error, width, height int, scale float64, title
} }
// Update updates and renders the game. // Update updates and renders the game.
//
// This should be called on every frame. // This should be called on every frame.
// //
// On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView). // On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView).
@ -45,13 +47,24 @@ func Update() error {
// //
// This should be called with onTouchEvent of GLSurfaceView like this: // This should be called with onTouchEvent of GLSurfaceView like this:
// //
// private double mDeviceScale = 0.0;
//
// // pxToDp converts an value in pixels to dp.
// private double pxToDp(double x) {
// if (mDeviceScale == 0.0) {
// mDeviceScale = getResources().getDisplayMetrics().density;
// }
// return x / mDeviceScale;
// }
//
// @Override // @Override
// public boolean onTouchEvent(MotionEvent e) { // public boolean onTouchEvent(MotionEvent e) {
// for (int i = 0; i < e.getPointerCount(); i++) { // for (int i = 0; i < e.getPointerCount(); i++) {
// int id = e.getPointerId(i); // int id = e.getPointerId(i);
// int x = (int)e.getX(i); // int x = (int)e.getX(i);
// int y = (int)e.getY(i); // int y = (int)e.getY(i);
// YourGame.UpdateTouchesOnAndroid(e.getActionMasked(), id, x, y); // // Exported function for UpdateTouchesOnAndroid
// YourGame.UpdateTouchesOnAndroid(e.getActionMasked(), id, (int)pxToDp(x), (int)pxToDp(y));
// } // }
// return true; // return true;
// } // }
@ -93,7 +106,7 @@ func UpdateTouchesOnAndroid(action int, id int, x, y int) {
// [self updateTouches:touches]; // [self updateTouches:touches];
// } // }
// //
// The coodinate x/y is in points. // The coodinate x/y is in point.
// //
// For more details, see https://github.com/hajimehoshi/ebiten/wiki/iOS. // For more details, see https://github.com/hajimehoshi/ebiten/wiki/iOS.
func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) { func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {

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@ -256,11 +256,12 @@ var textM sync.Mutex
// Draw draws a given text on a given destination image dst. // Draw draws a given text on a given destination image dst.
// //
// face is the font for text rendering. // face is the font for text rendering.
// (x, y) represents a 'dot' position. Be careful that this doesn't represent left-upper corner position. // (x, y) represents a 'dot' (period) position.
// Be careful that this doesn't represent left-upper corner position.
// clr is the color for text rendering. // clr is the color for text rendering.
// //
// Glyphs used for rendering are cached in least-recently-used way. // Glyphs used for rendering are cached in least-recently-used way.
// It is OK to call this function with a same text and a same face at every frame. // It is OK to call this function with a same text and a same face at every frame in terms of performance.
// //
// This function is concurrent-safe. // This function is concurrent-safe.
func Draw(dst *ebiten.Image, text string, face font.Face, x, y int, clr color.Color) { func Draw(dst *ebiten.Image, text string, face font.Face, x, y int, clr color.Color) {