// 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". // // `EBITENGINE_OPENGL` environment variable specifies various parameters for OpenGL. // You can specify multiple values separated by a comma. The default value is empty (i.e. no parameters). // // "es": Use OpenGL ES. Without this, OpenGL and OpenGL ES are automatically chosen. // // # 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. // `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