ebiten/internal/ui/ui.go
Hajime Hoshi 566957dc1c internal/graphicsdriver/metal: invert Y at the vertex shader
Instead of using a negative height in the viewport, invert the Y direction
at the vertex shader. This is a little more readable as a negative height
is hacky.

This is a preparation for DirectX 12. DirectX 12's coodination system
is very similar to Metal, but doesn't treat a negative height in its
viewport unfortunately.

Updates #1007
2022-02-27 01:53:03 +09:00

74 lines
1.6 KiB
Go

// Copyright 2022 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 ui
import (
"errors"
)
type MouseButton int
const (
MouseButtonLeft MouseButton = iota
MouseButtonRight
MouseButtonMiddle
)
type TouchID int
// RegularTermination represents a regular termination.
// Run can return this error, and if this error is received,
// the game loop should be terminated as soon as possible.
var RegularTermination = errors.New("regular termination")
type FPSModeType int
const (
FPSModeVsyncOn FPSModeType = iota
FPSModeVsyncOffMaximum
FPSModeVsyncOffMinimum
)
type CursorMode int
const (
CursorModeVisible CursorMode = iota
CursorModeHidden
CursorModeCaptured
)
type CursorShape int
const (
CursorShapeDefault CursorShape = iota
CursorShapeText
CursorShapeCrosshair
CursorShapePointer
CursorShapeEWResize
CursorShapeNSResize
)
type WindowResizingMode int
const (
WindowResizingModeDisabled WindowResizingMode = iota
WindowResizingModeOnlyFullscreenEnabled
WindowResizingModeEnabled
)
func NeedsInvertY() bool {
return graphics().FramebufferYDirection() != graphics().NDCYDirection()
}