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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Fix comments not to use the term 'this function'
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09c93ac86d
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@ -278,7 +278,7 @@ func (c *Context) loop() {
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// Update is deprecated as of 1.6.0-alpha.
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//
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// As of 1.6.0-alpha, Update always returns nil and does nothing related to updating the state.
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// You don't have to call this function any longer.
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// You don't have to call Update any longer.
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// The internal audio error is returned at ebiten.Run instead.
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func (c *Context) Update() error {
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return nil
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@ -691,7 +691,7 @@ func (p *Player) Volume() float64 {
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}
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// SetVolume sets the volume of this player.
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// volume must be in between 0 and 1. This function panics otherwise.
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// volume must be in between 0 and 1. SetVolume panics otherwise.
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func (p *Player) SetVolume(volume float64) {
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// The condition must be true when volume is NaN.
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if !(0 <= volume && volume <= 1) {
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@ -26,13 +26,13 @@ import (
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// NewImageFromFile loads the file with path and returns ebiten.Image and image.Image.
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//
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// Image decoders must be imported when using this function. For example,
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// Image decoders must be imported when using NewImageFromFile. For example,
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// if you want to load a PNG image, you'd need to add `_ "image/png"` to the import section.
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//
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// How to solve path depends on your environment. This varies on your desktop or web browser.
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// Note that this doesn't work on mobiles.
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//
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// For productions, instead of using this function, it is safer to embed your resources, e.g., with github.com/jteeuwen/go-bindata .
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// For productions, instead of using NewImageFromFile, it is safer to embed your resources, e.g., with github.com/jteeuwen/go-bindata .
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func NewImageFromFile(path string, filter ebiten.Filter) (*ebiten.Image, image.Image, error) {
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file, err := OpenFile(path)
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if err != nil {
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@ -23,7 +23,7 @@ import (
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// NewImageFromURL creates a new ebiten.Image from the given URL.
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//
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// Image decoders must be imported when using this function. For example,
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// Image decoders must be imported when using NewImageFromURL. For example,
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// if you want to load a PNG image, you'd need to add `_ "image/png"` to the import section.
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//
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// FilterDefault is used at NewImgeFromImage internally.
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30
input.go
30
input.go
@ -27,7 +27,7 @@ import (
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// IsKeyPressed is based on a mapping of device (US keyboard) codes to input device keys.
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// "Control" and modifier keys should be handled with IsKeyPressed.
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//
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// This function is concurrent-safe.
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// InputChars is concurrent-safe.
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func InputChars() []rune {
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rb := input.Get().RuneBuffer()
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return append(make([]rune, 0, len(rb)), rb...)
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@ -40,14 +40,14 @@ func InputChars() []rune {
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// - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual.
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// - KeyPrintScreen is only treated at keyup event.
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//
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// This function is concurrent-safe.
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// IsKeyPressed is concurrent-safe.
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func IsKeyPressed(key Key) bool {
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return input.Get().IsKeyPressed(input.Key(key))
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}
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// CursorPosition returns a position of a mouse cursor.
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//
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// This function is concurrent-safe.
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// CursorPosition is concurrent-safe.
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func CursorPosition() (x, y int) {
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return ui.AdjustedCursorPosition()
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}
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@ -60,9 +60,9 @@ func MouseWheel() (xoff, yoff float64) {
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
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//
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// This function is concurrent-safe.
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// IsMouseButtonPressed is concurrent-safe.
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//
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// Note that touch events not longer affect this function's result as of 1.4.0-alpha.
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// Note that touch events not longer affect IsMouseButtonPressed's result as of 1.4.0-alpha.
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// Use Touches instead.
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return input.Get().IsMouseButtonPressed(input.MouseButton(mouseButton))
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@ -70,48 +70,48 @@ func IsMouseButtonPressed(mouseButton MouseButton) bool {
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// GamepadIDs returns a slice indicating available gamepad IDs.
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//
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// This function is concurrent-safe.
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// GamepadIDs is concurrent-safe.
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//
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// This function always returns an empty slice on mobiles.
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// GamepadIDs always returns an empty slice on mobiles.
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func GamepadIDs() []int {
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return input.Get().GamepadIDs()
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}
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// GamepadAxisNum returns the number of axes of the gamepad (id).
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//
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// This function is concurrent-safe.
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// GamepadAxisNum is concurrent-safe.
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//
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// This function always returns 0 on mobiles.
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// GamepadAxisNum always returns 0 on mobiles.
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func GamepadAxisNum(id int) int {
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return input.Get().GamepadAxisNum(id)
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}
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// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
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// This function is concurrent-safe.
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// GamepadAxis is concurrent-safe.
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//
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// This function always returns 0 on mobiles.
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// GamepadAxis always returns 0 on mobiles.
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func GamepadAxis(id int, axis int) float64 {
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return input.Get().GamepadAxis(id, axis)
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}
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// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
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//
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// This function is concurrent-safe.
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// GamepadButtonNum is concurrent-safe.
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//
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// This function always returns 0 on mobiles.
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// GamepadButtonNum always returns 0 on mobiles.
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func GamepadButtonNum(id int) int {
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return input.Get().GamepadButtonNum(id)
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}
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// IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not.
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//
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// This function is concurrent-safe.
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// IsGamepadButtonPressed is concurrent-safe.
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//
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// The relationships between physical buttons and buttion IDs depend on environments.
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// There can be differences even between Chrome and Firefox.
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//
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// This function always returns false on mobiles.
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// IsGamepadButtonPressed always returns false on mobiles.
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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return input.Get().IsGamepadButtonPressed(id, input.GamepadButton(button))
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}
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32
run.go
32
run.go
@ -38,7 +38,7 @@ const FPS = clock.FPS
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// NOT how many times logical game updating (a passed function to Run) happens.
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// Note that logical game updating is assured to happen 60 times in a second.
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//
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// This function is concurrent-safe.
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// CurrentFPS is concurrent-safe.
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func CurrentFPS() float64 {
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return clock.CurrentFPS()
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}
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@ -76,7 +76,7 @@ func setDrawingSkipped(skipped bool) {
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// return nil
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// }
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//
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// This function is concurrent-safe.
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// IsDrawingSkipped is concurrent-safe.
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func IsDrawingSkipped() bool {
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return atomic.LoadInt32(&isDrawingSkipped) != 0
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}
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@ -285,9 +285,9 @@ func Run(f func(*Image) error, width, height int, scale float64, title string) e
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}
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// RunWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread.
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// Different from Run, this function returns immediately.
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// Different from Run, RunWithoutMainLoop returns immediately.
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//
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// Ebiten users should NOT call this function.
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// Ebiten users should NOT call RunWithoutMainLoop.
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// Instead, functions in github.com/hajimehoshi/ebiten/mobile package calls this.
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func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error {
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f = (&imageDumper{f: f}).update
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@ -344,7 +344,7 @@ func MonitorSize() (int, int) {
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//
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// Unit is device-independent pixel.
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//
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// This function is concurrent-safe.
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// SetScreenSize is concurrent-safe.
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func SetScreenSize(width, height int) {
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if width <= 0 || height <= 0 {
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panic("ebiten: width and height must be positive")
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@ -360,7 +360,7 @@ func SetScreenSize(width, height int) {
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// you can disable this automatical device scaling as a result.
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// You can get the device scale by DeviceScaleFactor function.
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//
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// This function is concurrent-safe.
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// SetScreenScale is concurrent-safe.
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func SetScreenScale(scale float64) {
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if scale <= 0 {
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panic("ebiten: scale must be positive")
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@ -372,7 +372,7 @@ func SetScreenScale(scale float64) {
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//
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// If Run is not called, this returns 0.
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//
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// This function is concurrent-safe.
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// ScreenScale is concurrent-safe.
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func ScreenScale() float64 {
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return ui.ScreenScale()
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}
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@ -382,7 +382,7 @@ func ScreenScale() float64 {
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//
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// IsCursorVisible always returns false on mobiles.
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//
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// This function is concurrent-safe.
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// IsCursorVisible is concurrent-safe.
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func IsCursorVisible() bool {
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return ui.IsCursorVisible()
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}
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@ -391,7 +391,7 @@ func IsCursorVisible() bool {
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//
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// SetCursorVisible does nothing on mobiles.
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//
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// This function is concurrent-safe.
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// SetCursorVisible is concurrent-safe.
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func SetCursorVisible(visible bool) {
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ui.SetCursorVisible(visible)
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}
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@ -406,7 +406,7 @@ func SetCursorVisibility(visible bool) {
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//
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// IsFullscreen always returns false on mobiles.
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//
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// This function is concurrent-safe.
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// IsFullscreen is concurrent-safe.
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func IsFullscreen() bool {
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return ui.IsFullscreen()
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}
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@ -427,7 +427,7 @@ func IsFullscreen() bool {
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//
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// SetFullscreen does nothing on mobiles.
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//
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// This function is concurrent-safe.
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// SetFullscreen is concurrent-safe.
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func SetFullscreen(fullscreen bool) {
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ui.SetFullscreen(fullscreen)
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}
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@ -435,7 +435,7 @@ func SetFullscreen(fullscreen bool) {
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// IsRunnableInBackground returns a boolean value indicating whether
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// the game runs even in background.
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//
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// This function is concurrent-safe.
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// IsRunnableInBackground is concurrent-safe.
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func IsRunnableInBackground() bool {
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return ui.IsRunnableInBackground()
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}
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@ -447,7 +447,7 @@ func IsRunnableInBackground() bool {
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//
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// SetWindowDecorated panics if SetWindowDecorated is called after Run.
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//
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// This function is concurrent-safe.
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// SetWindowDecorated is concurrent-safe.
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func SetWindowDecorated(decorated bool) {
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ui.SetWindowDecorated(decorated)
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}
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@ -455,7 +455,7 @@ func SetWindowDecorated(decorated bool) {
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// IsWindowDecorated returns a boolean value indicating whether
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// the window is decorated.
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//
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// This function is concurrent-safe.
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// IsWindowDecorated is concurrent-safe.
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func IsWindowDecorated() bool {
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return ui.IsWindowDecorated()
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}
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@ -470,7 +470,7 @@ func IsWindowDecorated() bool {
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//
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// SetRunnableInBackground does nothing on mobiles so far.
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//
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// This function is concurrent-safe.
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// SetRunnableInBackground is concurrent-safe.
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func SetRunnableInBackground(runnableInBackground bool) {
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ui.SetRunnableInBackground(runnableInBackground)
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}
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@ -503,7 +503,7 @@ func SetWindowTitle(title string) {
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//
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// SetWindowIcon doesn't work on browsers or mobiles.
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//
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// This function is concurrent-safe.
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// SetWindowIcon is concurrent-safe.
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func SetWindowIcon(iconImages []image.Image) {
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ui.SetWindowIcon(iconImages)
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}
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@ -266,12 +266,12 @@ func colorToColorM(clr color.Color) ebiten.ColorM {
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// clr is the color for text rendering.
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//
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// Glyphs used for rendering are cached in least-recently-used way.
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// It is OK to call this function with a same text and a same face at every frame in terms of performance.
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// It is OK to call Draw with a same text and a same face at every frame in terms of performance.
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//
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// Be careful that the passed font face is held by this package and is never released.
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// This is a known issue (#498).
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//
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// This function is concurrent-safe.
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// Draw is concurrent-safe.
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func Draw(dst *ebiten.Image, text string, face font.Face, x, y int, clr color.Color) {
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textM.Lock()
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