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630789757f
The implementation is WIP. Updates #2799
122 lines
5.6 KiB
Go
122 lines
5.6 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Package ebiten provides graphics and input API to develop a 2D game.
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//
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// You can start the game by calling the function RunGame.
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//
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// // Game implements ebiten.Game interface.
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// type Game struct{}
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//
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// // Update proceeds the game state.
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// // Update is called every tick (1/60 [s] by default).
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// func (g *Game) Update() error {
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// // Write your game's logical update.
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// return nil
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// }
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//
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// // Draw draws the game screen.
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// // Draw is called every frame (typically 1/60[s] for 60Hz display).
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// func (g *Game) Draw(screen *ebiten.Image) {
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// // Write your game's rendering.
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// }
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//
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// // Layout takes the outside size (e.g., the window size) and returns the (logical) screen size.
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// // If you don't have to adjust the screen size with the outside size, just return a fixed size.
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// func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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// return 320, 240
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// }
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//
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// func main() {
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// game := &Game{}
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// // Specify the window size as you like. Here, a doubled size is specified.
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// ebiten.SetWindowSize(640, 480)
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// ebiten.SetWindowTitle("Your game's title")
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// // Call ebiten.RunGame to start your game loop.
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// if err := ebiten.RunGame(game); err != nil {
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// log.Fatal(err)
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// }
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// }
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//
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// In the API document, 'the main thread' means the goroutine in init(), main() and their callees without 'go'
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// statement. It is assured that 'the main thread' runs on the OS main thread. There are some Ebitengine functions (e.g.,
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// DeviceScaleFactor) that must be called on the main thread under some conditions (typically, before ebiten.RunGame
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// is called).
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//
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// # Environment variables
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//
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// `EBITENGINE_SCREENSHOT_KEY` environment variable specifies the key
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// to take a screenshot. For example, if you run your game with
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// `EBITENGINE_SCREENSHOT_KEY=q`, you can take a game screen's screenshot
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// by pressing Q key. This works only on desktops and browsers.
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//
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// `EBITENGINE_INTERNAL_IMAGES_KEY` environment variable specifies the key
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// to dump all the internal images. This is valid only when the build tag
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// 'ebitenginedebug' is specified. This works only on desktops and browsers.
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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 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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// "opengl": OpenGL, OpenGL ES, or WebGL.
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// "directx": DirectX. This works only on Windows.
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// "metal": Metal. This works only on macOS or iOS.
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// "playstation5": PlayStation 5. This works only on PlayStation 5.
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//
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// `EBITENGINE_DIRECTX` environment variable specifies various parameters for DirectX.
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// You can specify multiple values separated by a comma. The default value is empty (i.e. no parameters).
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//
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// "debug": Use a debug layer.
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// "warp": Use WARP (i.e. software rendering).
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// "version=VERSION": Specify a DirectX version (e.g. 11).
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// "featurelevel=FEATURE_LEVEL": Specify a feature level (e.g. 11_0). This is for DirectX 12.
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//
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// The options taking arguments are exclusive, and if multiples are specified, the lastly specified value is adopted.
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//
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// The possible values for the option "version" are "11" and "12".
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// If the version is not specified, the default version 11 is adopted.
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// On Xbox, the "version" option is ignored and DirectX 12 is always adopted.
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//
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// The option "featurelevel" is valid only for DirectX 12.
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// The possible values are "11_0", "11_1", "12_0", "12_1", and "12_2". The default value is "11_0".
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//
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// `EBITENGINE_OPENGL` environment variable specifies various parameters for OpenGL.
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// You can specify multiple values separated by a comma. The default value is empty (i.e. no parameters).
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//
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// "es": Use OpenGL ES. Without this, OpenGL and OpenGL ES are automatically chosen.
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//
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// # Build tags
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//
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// `ebitenginedebug` outputs a log of graphics commands. This is useful to know what happens in Ebitengine. In general, the
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// number of graphics commands affects the performance of your game.
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//
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// `ebitenginegldebug` enables a debug mode for OpenGL. This is valid only when the graphics library is OpenGL.
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// This affects performance very much.
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//
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// `ebitenginesinglethread` disables Ebitengine's thread safety to unlock maximum performance. If you use this you will have
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// to manage threads yourself. Functions like IsKeyPressed will no longer be concurrent-safe with this build tag.
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// They must be called from the main thread or the same goroutine as the given game's callback functions like Update
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// to RunGame. `ebitenginesinglethread` works only with desktops.
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//
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// `microsoftgdk` is for Microsoft GDK (e.g. Xbox).
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//
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// `nintendosdk` is for NintendoSDK (e.g. Nintendo Switch).
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//
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// `nintendosdkprofile` enables a profiler for NintendoSDK.
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//
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// `playstation5` is for PlayStation 5.
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package ebiten
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