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internal/ui: bug fix: the env variable should be used only when the library is not specified
Updates #2378
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parent
8d020ad414
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2
doc.go
2
doc.go
@ -67,7 +67,7 @@
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//
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// `EBITENGINE_GRAPHICS_LIBRARY` environment variable specifies the graphics library.
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// If the specified graphics library is not available, RunGame returns an error.
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// This environment variable can also be set programmatically through os.Setenv before RunGame is called.
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// This environment variable works when RunGame is called or RunGameWithOptions is called with GraphicsLibraryAuto.
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// This can take one of the following value:
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//
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// "auto": Ebitengine chooses the graphics library automatically. This is the default value.
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@ -29,6 +29,7 @@ type graphicsDriverCreator interface {
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}
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func newGraphicsDriver(creator graphicsDriverCreator, graphicsLibrary GraphicsLibrary) (graphicsdriver.Graphics, error) {
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if graphicsLibrary == GraphicsLibraryAuto {
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envName := "EBITENGINE_GRAPHICS_LIBRARY"
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env := os.Getenv(envName)
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if env == "" {
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@ -39,8 +40,7 @@ func newGraphicsDriver(creator graphicsDriverCreator, graphicsLibrary GraphicsLi
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switch env {
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case "", "auto":
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// Use the specified graphics library.
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// Otherwise, prefer the environment variable.
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// Keep the automatic choosing.
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case "opengl":
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graphicsLibrary = GraphicsLibraryOpenGL
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case "directx":
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@ -50,6 +50,7 @@ func newGraphicsDriver(creator graphicsDriverCreator, graphicsLibrary GraphicsLi
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default:
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return nil, fmt.Errorf("ui: an unsupported graphics library is specified by the environment variable: %s", env)
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}
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}
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switch graphicsLibrary {
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case GraphicsLibraryAuto:
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