Fix comments not to use the term 'this function'

This commit is contained in:
Hajime Hoshi 2018-07-15 01:04:46 +09:00
parent 09c93ac86d
commit d752408da3
6 changed files with 38 additions and 38 deletions

View File

@ -278,7 +278,7 @@ func (c *Context) loop() {
// Update is deprecated as of 1.6.0-alpha. // Update is deprecated as of 1.6.0-alpha.
// //
// As of 1.6.0-alpha, Update always returns nil and does nothing related to updating the state. // As of 1.6.0-alpha, Update always returns nil and does nothing related to updating the state.
// You don't have to call this function any longer. // You don't have to call Update any longer.
// The internal audio error is returned at ebiten.Run instead. // The internal audio error is returned at ebiten.Run instead.
func (c *Context) Update() error { func (c *Context) Update() error {
return nil return nil
@ -691,7 +691,7 @@ func (p *Player) Volume() float64 {
} }
// SetVolume sets the volume of this player. // SetVolume sets the volume of this player.
// volume must be in between 0 and 1. This function panics otherwise. // volume must be in between 0 and 1. SetVolume panics otherwise.
func (p *Player) SetVolume(volume float64) { func (p *Player) SetVolume(volume float64) {
// The condition must be true when volume is NaN. // The condition must be true when volume is NaN.
if !(0 <= volume && volume <= 1) { if !(0 <= volume && volume <= 1) {

View File

@ -26,13 +26,13 @@ import (
// NewImageFromFile loads the file with path and returns ebiten.Image and image.Image. // NewImageFromFile loads the file with path and returns ebiten.Image and image.Image.
// //
// Image decoders must be imported when using this function. For example, // Image decoders must be imported when using NewImageFromFile. For example,
// if you want to load a PNG image, you'd need to add `_ "image/png"` to the import section. // if you want to load a PNG image, you'd need to add `_ "image/png"` to the import section.
// //
// How to solve path depends on your environment. This varies 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.
// //
// For productions, instead of using this function, it is safer to embed your resources, e.g., with github.com/jteeuwen/go-bindata . // For productions, instead of using NewImageFromFile, 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 {

View File

@ -23,7 +23,7 @@ import (
// NewImageFromURL creates a new ebiten.Image from the given URL. // NewImageFromURL creates a new ebiten.Image from the given URL.
// //
// Image decoders must be imported when using this function. For example, // Image decoders must be imported when using NewImageFromURL. For example,
// if you want to load a PNG image, you'd need to add `_ "image/png"` to the import section. // if you want to load a PNG image, you'd need to add `_ "image/png"` to the import section.
// //
// FilterDefault is used at NewImgeFromImage internally. // FilterDefault is used at NewImgeFromImage internally.

View File

@ -27,7 +27,7 @@ import (
// IsKeyPressed is based on a mapping of device (US keyboard) codes to input device keys. // IsKeyPressed is based on a mapping of device (US keyboard) codes to input device keys.
// "Control" and modifier keys should be handled with IsKeyPressed. // "Control" and modifier keys should be handled with IsKeyPressed.
// //
// This function is concurrent-safe. // InputChars is concurrent-safe.
func InputChars() []rune { func InputChars() []rune {
rb := input.Get().RuneBuffer() rb := input.Get().RuneBuffer()
return append(make([]rune, 0, len(rb)), rb...) return append(make([]rune, 0, len(rb)), rb...)
@ -40,14 +40,14 @@ func InputChars() []rune {
// - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual. // - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual.
// - KeyPrintScreen is only treated at keyup event. // - KeyPrintScreen is only treated at keyup event.
// //
// This function is concurrent-safe. // IsKeyPressed is concurrent-safe.
func IsKeyPressed(key Key) bool { func IsKeyPressed(key Key) bool {
return input.Get().IsKeyPressed(input.Key(key)) return input.Get().IsKeyPressed(input.Key(key))
} }
// CursorPosition returns a position of a mouse cursor. // CursorPosition returns a position of a mouse cursor.
// //
// This function is concurrent-safe. // CursorPosition is concurrent-safe.
func CursorPosition() (x, y int) { func CursorPosition() (x, y int) {
return ui.AdjustedCursorPosition() return ui.AdjustedCursorPosition()
} }
@ -60,9 +60,9 @@ func MouseWheel() (xoff, yoff float64) {
// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed. // IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
// //
// This function is concurrent-safe. // IsMouseButtonPressed is concurrent-safe.
// //
// Note that touch events not longer affect this function's result as of 1.4.0-alpha. // Note that touch events not longer affect IsMouseButtonPressed's result as of 1.4.0-alpha.
// Use Touches instead. // Use Touches instead.
func IsMouseButtonPressed(mouseButton MouseButton) bool { func IsMouseButtonPressed(mouseButton MouseButton) bool {
return input.Get().IsMouseButtonPressed(input.MouseButton(mouseButton)) return input.Get().IsMouseButtonPressed(input.MouseButton(mouseButton))
@ -70,48 +70,48 @@ func IsMouseButtonPressed(mouseButton MouseButton) bool {
// GamepadIDs returns a slice indicating available gamepad IDs. // GamepadIDs returns a slice indicating available gamepad IDs.
// //
// This function is concurrent-safe. // GamepadIDs is concurrent-safe.
// //
// This function always returns an empty slice on mobiles. // GamepadIDs always returns an empty slice on mobiles.
func GamepadIDs() []int { func GamepadIDs() []int {
return input.Get().GamepadIDs() return input.Get().GamepadIDs()
} }
// GamepadAxisNum returns the number of axes of the gamepad (id). // GamepadAxisNum returns the number of axes of the gamepad (id).
// //
// This function is concurrent-safe. // GamepadAxisNum is concurrent-safe.
// //
// This function always returns 0 on mobiles. // GamepadAxisNum always returns 0 on mobiles.
func GamepadAxisNum(id int) int { func GamepadAxisNum(id int) int {
return input.Get().GamepadAxisNum(id) return input.Get().GamepadAxisNum(id)
} }
// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis). // GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
// //
// This function is concurrent-safe. // GamepadAxis is concurrent-safe.
// //
// This function always returns 0 on mobiles. // GamepadAxis always returns 0 on mobiles.
func GamepadAxis(id int, axis int) float64 { func GamepadAxis(id int, axis int) float64 {
return input.Get().GamepadAxis(id, axis) return input.Get().GamepadAxis(id, axis)
} }
// GamepadButtonNum returns the number of the buttons of the given gamepad (id). // GamepadButtonNum returns the number of the buttons of the given gamepad (id).
// //
// This function is concurrent-safe. // GamepadButtonNum is concurrent-safe.
// //
// This function always returns 0 on mobiles. // GamepadButtonNum always returns 0 on mobiles.
func GamepadButtonNum(id int) int { func GamepadButtonNum(id int) int {
return input.Get().GamepadButtonNum(id) return input.Get().GamepadButtonNum(id)
} }
// IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not. // IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not.
// //
// This function is concurrent-safe. // IsGamepadButtonPressed is concurrent-safe.
// //
// The relationships between physical buttons and buttion IDs depend on environments. // The relationships between physical buttons and buttion IDs depend on environments.
// There can be differences even between Chrome and Firefox. // There can be differences even between Chrome and Firefox.
// //
// This function always returns false on mobiles. // IsGamepadButtonPressed always returns false on mobiles.
func IsGamepadButtonPressed(id int, button GamepadButton) bool { func IsGamepadButtonPressed(id int, button GamepadButton) bool {
return input.Get().IsGamepadButtonPressed(id, input.GamepadButton(button)) return input.Get().IsGamepadButtonPressed(id, input.GamepadButton(button))
} }

32
run.go
View File

@ -38,7 +38,7 @@ const FPS = clock.FPS
// NOT how many times logical game updating (a passed function to Run) happens. // NOT how many times logical game updating (a passed function to Run) happens.
// Note that logical game updating is assured to happen 60 times in a second. // Note that logical game updating is assured to happen 60 times in a second.
// //
// This function is concurrent-safe. // CurrentFPS is concurrent-safe.
func CurrentFPS() float64 { func CurrentFPS() float64 {
return clock.CurrentFPS() return clock.CurrentFPS()
} }
@ -76,7 +76,7 @@ func setDrawingSkipped(skipped bool) {
// return nil // return nil
// } // }
// //
// This function is concurrent-safe. // IsDrawingSkipped is concurrent-safe.
func IsDrawingSkipped() bool { func IsDrawingSkipped() bool {
return atomic.LoadInt32(&isDrawingSkipped) != 0 return atomic.LoadInt32(&isDrawingSkipped) != 0
} }
@ -285,9 +285,9 @@ func Run(f func(*Image) error, width, height int, scale float64, title string) e
} }
// RunWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread. // RunWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread.
// Different from Run, this function returns immediately. // Different from Run, RunWithoutMainLoop returns immediately.
// //
// Ebiten users should NOT call this function. // Ebiten users should NOT call RunWithoutMainLoop.
// Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this. // Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this.
func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error { func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error {
f = (&imageDumper{f: f}).update f = (&imageDumper{f: f}).update
@ -344,7 +344,7 @@ func MonitorSize() (int, int) {
// //
// Unit is device-independent pixel. // Unit is device-independent pixel.
// //
// This function is concurrent-safe. // SetScreenSize is concurrent-safe.
func SetScreenSize(width, height int) { func SetScreenSize(width, height int) {
if width <= 0 || height <= 0 { if width <= 0 || height <= 0 {
panic("ebiten: width and height must be positive") panic("ebiten: width and height must be positive")
@ -360,7 +360,7 @@ func SetScreenSize(width, height int) {
// you can disable this automatical device scaling as a result. // you can disable this automatical device scaling as a result.
// You can get the device scale by DeviceScaleFactor function. // You can get the device scale by DeviceScaleFactor function.
// //
// This function is concurrent-safe. // SetScreenScale is concurrent-safe.
func SetScreenScale(scale float64) { func SetScreenScale(scale float64) {
if scale <= 0 { if scale <= 0 {
panic("ebiten: scale must be positive") panic("ebiten: scale must be positive")
@ -372,7 +372,7 @@ func SetScreenScale(scale float64) {
// //
// If Run is not called, this returns 0. // If Run is not called, this returns 0.
// //
// This function is concurrent-safe. // ScreenScale is concurrent-safe.
func ScreenScale() float64 { func ScreenScale() float64 {
return ui.ScreenScale() return ui.ScreenScale()
} }
@ -382,7 +382,7 @@ func ScreenScale() float64 {
// //
// IsCursorVisible always returns false on mobiles. // IsCursorVisible always returns false on mobiles.
// //
// This function is concurrent-safe. // IsCursorVisible is concurrent-safe.
func IsCursorVisible() bool { func IsCursorVisible() bool {
return ui.IsCursorVisible() return ui.IsCursorVisible()
} }
@ -391,7 +391,7 @@ func IsCursorVisible() bool {
// //
// SetCursorVisible does nothing on mobiles. // SetCursorVisible does nothing on mobiles.
// //
// This function is concurrent-safe. // SetCursorVisible is concurrent-safe.
func SetCursorVisible(visible bool) { func SetCursorVisible(visible bool) {
ui.SetCursorVisible(visible) ui.SetCursorVisible(visible)
} }
@ -406,7 +406,7 @@ func SetCursorVisibility(visible bool) {
// //
// IsFullscreen always returns false on mobiles. // IsFullscreen always returns false on mobiles.
// //
// This function is concurrent-safe. // IsFullscreen is concurrent-safe.
func IsFullscreen() bool { func IsFullscreen() bool {
return ui.IsFullscreen() return ui.IsFullscreen()
} }
@ -427,7 +427,7 @@ func IsFullscreen() bool {
// //
// SetFullscreen does nothing on mobiles. // SetFullscreen does nothing on mobiles.
// //
// This function is concurrent-safe. // SetFullscreen is concurrent-safe.
func SetFullscreen(fullscreen bool) { func SetFullscreen(fullscreen bool) {
ui.SetFullscreen(fullscreen) ui.SetFullscreen(fullscreen)
} }
@ -435,7 +435,7 @@ func SetFullscreen(fullscreen bool) {
// IsRunnableInBackground returns a boolean value indicating whether // IsRunnableInBackground returns a boolean value indicating whether
// the game runs even in background. // the game runs even in background.
// //
// This function is concurrent-safe. // IsRunnableInBackground is concurrent-safe.
func IsRunnableInBackground() bool { func IsRunnableInBackground() bool {
return ui.IsRunnableInBackground() return ui.IsRunnableInBackground()
} }
@ -447,7 +447,7 @@ func IsRunnableInBackground() bool {
// //
// SetWindowDecorated panics if SetWindowDecorated is called after Run. // SetWindowDecorated panics if SetWindowDecorated is called after Run.
// //
// This function is concurrent-safe. // SetWindowDecorated is concurrent-safe.
func SetWindowDecorated(decorated bool) { func SetWindowDecorated(decorated bool) {
ui.SetWindowDecorated(decorated) ui.SetWindowDecorated(decorated)
} }
@ -455,7 +455,7 @@ func SetWindowDecorated(decorated bool) {
// IsWindowDecorated returns a boolean value indicating whether // IsWindowDecorated returns a boolean value indicating whether
// the window is decorated. // the window is decorated.
// //
// This function is concurrent-safe. // IsWindowDecorated is concurrent-safe.
func IsWindowDecorated() bool { func IsWindowDecorated() bool {
return ui.IsWindowDecorated() return ui.IsWindowDecorated()
} }
@ -470,7 +470,7 @@ func IsWindowDecorated() bool {
// //
// SetRunnableInBackground does nothing on mobiles so far. // SetRunnableInBackground does nothing on mobiles so far.
// //
// This function is concurrent-safe. // SetRunnableInBackground is concurrent-safe.
func SetRunnableInBackground(runnableInBackground bool) { func SetRunnableInBackground(runnableInBackground bool) {
ui.SetRunnableInBackground(runnableInBackground) ui.SetRunnableInBackground(runnableInBackground)
} }
@ -503,7 +503,7 @@ func SetWindowTitle(title string) {
// //
// SetWindowIcon doesn't work on browsers or mobiles. // SetWindowIcon doesn't work on browsers or mobiles.
// //
// This function is concurrent-safe. // SetWindowIcon is concurrent-safe.
func SetWindowIcon(iconImages []image.Image) { func SetWindowIcon(iconImages []image.Image) {
ui.SetWindowIcon(iconImages) ui.SetWindowIcon(iconImages)
} }

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@ -266,12 +266,12 @@ func colorToColorM(clr color.Color) ebiten.ColorM {
// 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 in terms of performance. // It is OK to call Draw with a same text and a same face at every frame in terms of performance.
// //
// Be careful that the passed font face is held by this package and is never released. // Be careful that the passed font face is held by this package and is never released.
// This is a known issue (#498). // This is a known issue (#498).
// //
// This function is concurrent-safe. // Draw 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) {
textM.Lock() textM.Lock()