Documentation ¶
Overview ¶
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 Ebiten functions (e.g., DeviceScaleFactor) that must be called on the main thread under some conditions (typically, before ebiten.RunGame is called).
Environment variables ¶
`EBITEN_SCREENSHOT_KEY` environment variable specifies the key to take a screenshot. For example, if you run your game with `EBITEN_SCREENSHOT_KEY=q`, you can take a game screen's screenshot by pressing Q key. This works only on desktops.
`EBITEN_INTERNAL_IMAGES_KEY` environment variable specifies the key to dump all the internal images. This is valid only when the build tag 'ebitendebug' is specified. This works only on desktops.
`EBITEN_GRAPHICS_LIBRARY` environment variable specifies the graphics library. If the specified graphics library is not available, RunGame returns an error. This can take one of the following value:
"auto": Ebiten 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.
`EBITEN_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).
"warp": Use WARP (i.e. software rendering). "debug": Use a debug layer.
Build tags ¶
`ebitendebug` outputs a log of graphics commands. This is useful to know what happens in Ebiten. In general, the number of graphics commands affects the performance of your game.
`ebitenwebgl1` forces to use WebGL 1 on browsers.
`ebitensinglethread` disables Ebiten's thread safety to unlock maximum performance. If you use this you will have to manage threads yourself. Functions like IsKeyPressed 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 to RunGame.
Index ¶
- Constants
- func AppendInputChars(runes []rune) []rune
- func CurrentFPS() float64
- func CurrentTPS() float64
- func CursorPosition() (x, y int)
- func DeviceScaleFactor() float64
- func GamepadAxis(id GamepadID, axis int) float64deprecated
- func GamepadAxisNum(id GamepadID) int
- func GamepadAxisValue(id GamepadID, axis int) float64
- func GamepadButtonNum(id GamepadID) int
- func GamepadName(id GamepadID) string
- func GamepadSDLID(id GamepadID) string
- func InputChars() []runedeprecated
- func IsFocused() bool
- func IsFullscreen() bool
- func IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool
- func IsKeyPressed(key Key) bool
- func IsMouseButtonPressed(mouseButton MouseButton) bool
- func IsRunnableOnUnfocused() bool
- func IsScreenClearedEveryFrame() bool
- func IsScreenFilterEnabled() bool
- func IsScreenTransparent() bool
- func IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton) bool
- func IsStandardGamepadLayoutAvailable(id GamepadID) bool
- func IsVsyncEnabled() booldeprecated
- func IsWindowBeingClosed() bool
- func IsWindowClosingHandled() bool
- func IsWindowDecorated() bool
- func IsWindowFloating() bool
- func IsWindowMaximized() bool
- func IsWindowMinimized() bool
- func IsWindowResizable() booldeprecated
- func MaxTPS() int
- func MaximizeWindow()
- func MinimizeWindow()
- func RestoreWindow()
- func RunGame(game Game) error
- func ScheduleFrame()
- func ScreenSizeInFullscreen() (int, int)
- func SetCursorMode(mode CursorModeType)
- func SetCursorShape(shape CursorShapeType)
- func SetFPSMode(mode FPSModeType)
- func SetFullscreen(fullscreen bool)
- func SetInitFocused(focused bool)
- func SetMaxTPS(tps int)
- func SetRunnableOnUnfocused(runnableOnUnfocused bool)
- func SetScreenClearedEveryFrame(cleared bool)
- func SetScreenFilterEnabled(enabled bool)
- func SetScreenTransparent(transparent bool)
- func SetVsyncEnabled(enabled bool)deprecated
- func SetWindowClosingHandled(handled bool)
- func SetWindowDecorated(decorated bool)
- func SetWindowFloating(float bool)
- func SetWindowIcon(iconImages []image.Image)
- func SetWindowPosition(x, y int)
- func SetWindowResizable(resizable bool)deprecated
- func SetWindowResizingMode(mode WindowResizingModeType)
- func SetWindowSize(width, height int)
- func SetWindowSizeLimits(minw, minh, maxw, maxh int)
- func SetWindowTitle(title string)
- func StandardGamepadAxisValue(id GamepadID, axis StandardGamepadAxis) float64
- func StandardGamepadButtonValue(id GamepadID, button StandardGamepadButton) float64
- func TouchPosition(id TouchID) (int, int)
- func UpdateStandardGamepadLayoutMappings(mappings string) (bool, error)
- func Vibrate(options *VibrateOptions)
- func VibrateGamepad(gamepadID GamepadID, options *VibrateGamepadOptions)
- func Wheel() (xoff, yoff float64)
- func WindowPosition() (x, y int)
- func WindowSize() (int, int)
- func WindowSizeLimits() (minw, minh, maxw, maxh int)
- type Address
- type ColorM
- func (c *ColorM) Apply(clr color.Color) color.Color
- func (c *ColorM) ChangeHSV(hueTheta float64, saturationScale float64, valueScale float64)
- func (c *ColorM) Concat(other ColorM)
- func (c *ColorM) Element(i, j int) float64
- func (c *ColorM) Invert()
- func (c *ColorM) IsInvertible() bool
- func (c *ColorM) Reset()
- func (c *ColorM) RotateHue(theta float64)
- func (c *ColorM) Scale(r, g, b, a float64)
- func (c *ColorM) ScaleWithColor(clr color.Color)
- func (c *ColorM) SetElement(i, j int, element float64)
- func (c *ColorM) String() string
- func (c *ColorM) Translate(r, g, b, a float64)
- type CompositeMode
- type CursorModeType
- type CursorShapeType
- type DrawImageOptions
- type DrawRectShaderOptions
- type DrawTrianglesOptions
- type DrawTrianglesShaderOptions
- type FPSModeType
- type FillRule
- type Filter
- type Game
- type GamepadButton
- type GamepadID
- type GeoM
- func (g *GeoM) Apply(x, y float64) (float64, float64)
- func (g *GeoM) Concat(other GeoM)
- func (g *GeoM) Element(i, j int) float64
- func (g *GeoM) Invert()
- func (g *GeoM) IsInvertible() bool
- func (g *GeoM) Reset()
- func (g *GeoM) Rotate(theta float64)
- func (g *GeoM) Scale(x, y float64)
- func (g *GeoM) SetElement(i, j int, element float64)
- func (g *GeoM) Skew(skewX, skewY float64)
- func (g *GeoM) String() string
- func (g *GeoM) Translate(tx, ty float64)
- type Image
- func (i *Image) At(x, y int) color.Color
- func (i *Image) Bounds() image.Rectangle
- func (i *Image) Clear()
- func (i *Image) ColorModel() color.Model
- func (i *Image) Dispose()
- func (i *Image) DrawImage(img *Image, options *DrawImageOptions)
- func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawRectShaderOptions)
- func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions)
- func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, ...)
- func (i *Image) Fill(clr color.Color)
- func (i *Image) RGBA64At(x, y int) color.RGBA64
- func (i *Image) ReplacePixels(pixels []byte)
- func (i *Image) Set(x, y int, clr color.Color)
- func (i *Image) Size() (width, height int)
- func (i *Image) SubImage(r image.Rectangle) image.Image
- type Key
- type MouseButton
- type Shader
- type StandardGamepadAxis
- type StandardGamepadButton
- type TouchID
- type Vertex
- type VibrateGamepadOptions
- type VibrateOptions
- type WindowResizingModeType
Constants ¶
const ColorMDim = affine.ColorMDim
ColorMDim is a dimension of a ColorM.
const DefaultTPS = ui.DefaultTPS
DefaultTPS represents a default ticks per second, that represents how many times game updating happens in a second.
const GeoMDim = 3
GeoMDim is a dimension of a GeoM.
const MaxIndicesNum = graphics.IndicesNum
MaxIndicesNum is the maximum number of indices for DrawTriangles.
const SyncWithFPS = clock.SyncWithFPS
SyncWithFPS is a special TPS value that means TPS syncs with FPS.
const UncappedTPS = SyncWithFPS
UncappedTPS is a special TPS value that means TPS syncs with FPS.
Deprecated: as of v2.2. Use SyncWithFPS instead.
Variables ¶
This section is empty.
Functions ¶
func AppendInputChars ¶ added in v2.2.0
AppendInputChars appends "printable" runes, read from the keyboard at the time update is called, to runes, and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendInputChars represents the environment's locale-dependent translation of keyboard input to Unicode characters. On the other hand, Key represents a physical key of US keyboard layout
"Control" and modifier keys should be handled with IsKeyPressed.
AppendInputChars is concurrent-safe.
On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys.
Keyboards don't work on iOS yet (#1090).
func CurrentFPS ¶
func CurrentFPS() float64
CurrentFPS returns the current number of FPS (frames per second), that represents how many swapping buffer happens per second.
On some environments, CurrentFPS doesn't return a reliable value since vsync doesn't work well there. If you want to measure the application's speed, Use CurrentTPS.
This value is for measurement and/or debug, and your game logic should not rely on this value.
CurrentFPS is concurrent-safe.
func CurrentTPS ¶
func CurrentTPS() float64
CurrentTPS returns the current TPS (ticks per second), that represents how many update function is called in a second.
This value is for measurement and/or debug, and your game logic should not rely on this value.
CurrentTPS is concurrent-safe.
func CursorPosition ¶
func CursorPosition() (x, y int)
CursorPosition returns a position of a mouse cursor relative to the game screen (window). The cursor position is 'logical' position and this considers the scale of the screen.
CursorPosition returns (0, 0) before the main loop on desktops and browsers.
CursorPosition always returns (0, 0) on mobiles.
CursorPosition is concurrent-safe.
func DeviceScaleFactor ¶
func DeviceScaleFactor() float64
DeviceScaleFactor returns a device scale factor value of the current monitor which the window belongs to.
DeviceScaleFactor returns a meaningful value on high-DPI display environment, otherwise DeviceScaleFactor returns 1.
DeviceScaleFactor might panic on init function on some devices like Android. Then, it is not recommended to call DeviceScaleFactor from init functions.
DeviceScaleFactor must be called on the main thread before the main loop, and is concurrent-safe after the main loop.
DeviceScaleFactor is concurrent-safe.
BUG: DeviceScaleFactor value is not affected by SetWindowPosition before RunGame (#1575).
func GamepadAxis
deprecated
func GamepadAxisNum ¶
GamepadAxisNum returns the number of axes of the gamepad (id).
GamepadAxisNum is concurrent-safe.
func GamepadAxisValue ¶ added in v2.2.0
GamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
GamepadAxisValue is concurrent-safe.
func GamepadButtonNum ¶
GamepadButtonNum returns the number of the buttons of the given gamepad (id).
GamepadButtonNum is concurrent-safe.
func GamepadName ¶
GamepadName returns a string with the name. This function may vary in how it returns descriptions for the same device across platforms. for example the following drivers/platforms see a Xbox One controller as the following:
- Windows: "Xbox Controller"
- Chrome: "Xbox 360 Controller (XInput STANDARD GAMEPAD)"
- Firefox: "xinput"
GamepadName is concurrent-safe.
func GamepadSDLID ¶
GamepadSDLID returns a string with the GUID generated in the same way as SDL. To detect devices, see also the community project of gamepad devices database: https://github.com/gabomdq/SDL_GameControllerDB
GamepadSDLID always returns an empty string on browsers and mobiles.
GamepadSDLID is concurrent-safe.
func InputChars
deprecated
func InputChars() []rune
InputChars return "printable" runes read from the keyboard at the time update is called.
Deprecated: as of v2.2. Use AppendInputChars instead.
func IsFocused ¶
func IsFocused() bool
IsFocused returns a boolean value indicating whether the game is in focus or in the foreground.
IsFocused will only return true if IsRunnableOnUnfocused is false.
IsFocused is concurrent-safe.
func IsFullscreen ¶
func IsFullscreen() bool
IsFullscreen reports whether the current mode is fullscreen or not.
IsFullscreen always returns false on mobiles.
IsFullscreen is concurrent-safe.
func IsGamepadButtonPressed ¶
func IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool
IsGamepadButtonPressed reports whether the given button of the gamepad (id) is pressed or not.
If you want to know whether the given button of gamepad (id) started being pressed in the current frame, use inpututil.IsGamepadButtonJustPressed
IsGamepadButtonPressed is concurrent-safe.
The relationships between physical buttons and buttion IDs depend on environments. There can be differences even between Chrome and Firefox.
func IsKeyPressed ¶
IsKeyPressed returns a boolean indicating whether key is pressed.
If you want to know whether the key started being pressed in the current frame, use inpututil.IsKeyJustPressed
Note that a Key represents a pysical key of US keyboard layout. For example, KeyQ represents Q key on US keyboards and ' (quote) key on Dvorak keyboards.
Known issue: On Edge browser, some keys don't work well:
- KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual.
- KeyPrintScreen is only treated at keyup event.
IsKeyPressed is concurrent-safe.
On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys.
Keyboards don't work on iOS yet (#1090).
func IsMouseButtonPressed ¶
func IsMouseButtonPressed(mouseButton MouseButton) bool
IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
If you want to know whether the mouseButton started being pressed in the current frame, use inpututil.IsMouseButtonJustPressed
IsMouseButtonPressed is concurrent-safe.
func IsRunnableOnUnfocused ¶
func IsRunnableOnUnfocused() bool
IsRunnableOnUnfocused returns a boolean value indicating whether the game runs even in background.
IsRunnableOnUnfocused is concurrent-safe.
func IsScreenClearedEveryFrame ¶
func IsScreenClearedEveryFrame() bool
IsScreenClearedEveryFrame returns true if the frame isn't cleared at the beginning.
IsScreenClearedEveryFrame is concurrent-safe.
func IsScreenFilterEnabled ¶ added in v2.3.0
func IsScreenFilterEnabled() bool
IsScreenFilterEnabled returns true if Ebiten's "screen" filter is enabled.
IsScreenFilterEnabled is concurrent-safe.
func IsScreenTransparent ¶
func IsScreenTransparent() bool
IsScreenTransparent reports whether the window is transparent.
IsScreenTransparent is concurrent-safe.
func IsStandardGamepadButtonPressed ¶ added in v2.2.0
func IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton) bool
IsStandardGamepadButtonPressed reports whether the given gamepad (id)'s standard gamepad button (button) is pressed.
IsStandardGamepadButtonPressed returns false when the gamepad doesn't have a standard gamepad layout mapping.
IsStandardGamepadButtonPressed is concurrent safe.
func IsStandardGamepadLayoutAvailable ¶ added in v2.2.0
IsStandardGamepadLayoutAvailable reports whether the gamepad (id) has a standard gamepad layout mapping.
IsStandardGamepadLayoutAvailable is concurrent-safe.
func IsVsyncEnabled
deprecated
func IsVsyncEnabled() bool
IsVsyncEnabled returns a boolean value indicating whether the game uses the display's vsync.
Deprecated: as of v2.2. Use FPSMode instead.
func IsWindowBeingClosed ¶ added in v2.2.0
func IsWindowBeingClosed() bool
IsWindowBeingClosed returns true when the user is trying to close the window on desktops. As the window is closed immediately by default, you might want to call SetWindowClosingHandled(true) to prevent the window is automatically closed.
IsWindowBeingClosed always returns false on other platforms.
IsWindowBeingClosed is concurrent-safe.
func IsWindowClosingHandled ¶ added in v2.2.0
func IsWindowClosingHandled() bool
IsWindowClosingHandled reports whether the window closing is handled or not on desktops by SetWindowClosingHandled.
IsWindowClosingHandled always returns false on other platforms.
IsWindowClosingHandled is concurrent-safe.
func IsWindowDecorated ¶
func IsWindowDecorated() bool
IsWindowDecorated reports whether the window is decorated.
IsWindowDecorated is concurrent-safe.
func IsWindowFloating ¶
func IsWindowFloating() bool
IsWindowFloating reports whether the window is always shown above all the other windows.
IsWindowFloating returns false on browsers and mobiles.
IsWindowFloating is concurrent-safe.
func IsWindowMaximized ¶
func IsWindowMaximized() bool
IsWindowMaximized reports whether the window is maximized or not.
IsWindowMaximized returns false when the window is not resizable (WindowResizingModeEnabled).
IsWindowMaximized always returns false on browsers and mobiles.
IsWindowMaximized is concurrent-safe.
func IsWindowMinimized ¶
func IsWindowMinimized() bool
IsWindowMinimized reports whether the window is minimized or not.
IsWindowMinimized always returns false on browsers and mobiles.
IsWindowMinimized is concurrent-safe.
func IsWindowResizable
deprecated
func IsWindowResizable() bool
IsWindowResizable reports whether the window is resizable by the user's dragging on desktops. On the other environments, IsWindowResizable always returns false.
Deprecated: as of v2.3. Use WindowResizingMode instead.
func MaximizeWindow ¶
func MaximizeWindow()
MaximizeWindow maximizes the window.
MaximizeWindow panics when the window is not resizable (WindowResizingModeEnabled).
MaximizeWindow does nothing on browsers or mobiles.
MaximizeWindow is concurrent-safe.
func MinimizeWindow ¶
func MinimizeWindow()
MinimizeWindow minimizes the window.
If the main loop does not start yet, MinimizeWindow does nothing.
MinimizeWindow does nothing on browsers or mobiles.
MinimizeWindow is concurrent-safe.
func RestoreWindow ¶
func RestoreWindow()
RestoreWindow restores the window from its maximized or minimized state.
RestoreWindow panics when the window is not maximized nor minimized.
RestoreWindow is concurrent-safe.
func RunGame ¶
RunGame starts the main loop and runs the game. game's Update function is called every tick to update the game logic. game's Draw function is called every frame to draw the screen. game's Layout function is called when necessary, and you can specify the logical screen size by the function.
game's functions are called on the same goroutine.
On browsers, it is strongly recommended to use iframe if you embed an Ebiten application in your website.
RunGame must be called on the main thread. Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
Ebiten tries to call game's Update function 60 times a second by default. In other words, TPS (ticks per second) is 60 by default. This is not related to framerate (display's refresh rate).
RunGame returns error when 1) error happens in the underlying graphics driver, 2) audio error happens or 3) f returns error. In the case of 3), RunGame returns the same error.
The size unit is device-independent pixel.
Don't call RunGame twice or more in one process.
func ScheduleFrame ¶ added in v2.2.0
func ScheduleFrame()
ScheduleFrame schedules a next frame when the current FPS mode is FPSModeVsyncOffMinimum.
ScheduleFrame is concurrent-safe.
func ScreenSizeInFullscreen ¶
ScreenSizeInFullscreen returns the size in device-independent pixels when the game is fullscreen. The adopted monitor is the 'current' monitor which the window belongs to. The returned value can be given to Run or SetSize function if the perfectly fit fullscreen is needed.
On browsers, ScreenSizeInFullscreen returns the 'window' (global object) size, not 'screen' size since an Ebiten game should not know the outside of the window object.
On mobiles, ScreenSizeInFullscreen returns (0, 0) so far.
ScreenSizeInFullscreen's use cases are limited. If you are making a fullscreen application, you can use RunGame and the Game interface's Layout function instead. If you are making a not-fullscreen application but the application's behavior depends on the monitor size, ScreenSizeInFullscreen is useful.
ScreenSizeInFullscreen must be called on the main thread before ebiten.Run, and is concurrent-safe after ebiten.Run.
func SetCursorMode ¶
func SetCursorMode(mode CursorModeType)
SetCursorMode sets the render and capture mode of the mouse cursor. CursorModeVisible sets the cursor to always be visible. CursorModeHidden hides the system cursor when over the window. CursorModeCaptured hides the system cursor and locks it to the window.
CursorModeCaptured also works on browsers. When the user exits the captured mode not by SetCursorMode but by the UI (e.g., pressing ESC), the previous cursor mode is set automatically.
SetCursorMode does nothing on mobiles.
SetCursorMode is concurrent-safe.
func SetCursorShape ¶ added in v2.1.0
func SetCursorShape(shape CursorShapeType)
SetCursorShape sets the cursor shape.
SetCursorShape is concurrent-safe.
func SetFPSMode ¶ added in v2.2.0
func SetFPSMode(mode FPSModeType)
SetFPSMode sets the FPS mode. The default FPS mode is FPSModeVsyncOn.
SetFPSMode is concurrent-safe.
func SetFullscreen ¶
func SetFullscreen(fullscreen bool)
SetFullscreen changes the current mode to fullscreen or not on desktops and browsers.
In fullscreen mode, the game screen is automatically enlarged to fit with the monitor. The current scale value is ignored.
On desktops, Ebiten uses 'windowed' fullscreen mode, which doesn't change your monitor's resolution.
On browsers, triggering fullscreen requires a user gesture otherwise SetFullscreen does nothing but leave an error message in console. This behaviour varies across browser implementations, your mileage may vary.
SetFullscreen does nothing on mobiles.
SetFullscreen does nothing on macOS when the window is fullscreened natively by the macOS desktop instead of SetFullscreen(true).
SetFullscreen is concurrent-safe.
func SetInitFocused ¶
func SetInitFocused(focused bool)
SetInitFocused sets whether the application is focused on show. The default value is true, i.e., the application is focused. Note that the application does not proceed if this is not focused by default. This behavior can be changed by SetRunnableOnUnfocused.
SetInitFocused does nothing on mobile.
SetInitFocused panics if this is called after the main loop.
SetInitFocused is cuncurrent-safe.
func SetMaxTPS ¶
func SetMaxTPS(tps int)
SetMaxTPS sets the maximum TPS (ticks per second), that represents how many updating function is called per second. The initial value is 60.
If tps is SyncWithFPS, TPS is uncapped and the game is updated per frame. If tps is negative but not SyncWithFPS, SetMaxTPS panics.
SetMaxTPS is concurrent-safe.
func SetRunnableOnUnfocused ¶
func SetRunnableOnUnfocused(runnableOnUnfocused bool)
SetRunnableOnUnfocused sets the state if the game runs even in background.
If the given value is true, the game runs even in background e.g. when losing focus. The initial state is true.
Known issue: On browsers, even if the state is on, the game doesn't run in background tabs. This is because browsers throttles background tabs not to often update.
SetRunnableOnUnfocused does nothing on mobiles so far.
SetRunnableOnUnfocused is concurrent-safe.
func SetScreenClearedEveryFrame ¶
func SetScreenClearedEveryFrame(cleared bool)
SetScreenClearedEveryFrame enables or disables the clearing of the screen at the beginning of each frame. The default value is true and the screen is cleared each frame by default.
SetScreenClearedEveryFrame is concurrent-safe.
func SetScreenFilterEnabled ¶ added in v2.3.0
func SetScreenFilterEnabled(enabled bool)
SetScreenFilterEnabled enables/disables the use of the "screen" filter Ebiten uses.
The "screen" filter is a box filter from game to display resolution.
If disabled, nearest-neighbor filtering will be used for scaling instead.
The default state is true.
SetScreenFilterEnabled is concurrent-safe, but takes effect only at the next Draw call.
func SetScreenTransparent ¶
func SetScreenTransparent(transparent bool)
SetScreenTransparent sets the state if the window is transparent.
SetScreenTransparent panics if SetScreenTransparent is called after the main loop.
SetScreenTransparent does nothing on mobiles.
SetScreenTransparent is concurrent-safe.
func SetVsyncEnabled
deprecated
func SetVsyncEnabled(enabled bool)
SetVsyncEnabled sets a boolean value indicating whether the game uses the display's vsync.
Deprecated: as of v2.2. Use SetFPSMode instead.
func SetWindowClosingHandled ¶ added in v2.2.0
func SetWindowClosingHandled(handled bool)
SetWindowClosingHandled sets whether the window closing is handled or not on desktops. The default state is false.
If the window closing is handled, the window is not closed immediately and the game can know whether the window is begin closed or not by IsWindowBeingClosed. In this case, the window is not closed automatically. To end the game, you have to return an error value at the Game's Update function.
SetWindowClosingHandled works only on desktops. SetWindowClosingHandled does nothing on other platforms.
SetWindowClosingHandled is concurrent-safe.
func SetWindowDecorated ¶
func SetWindowDecorated(decorated bool)
SetWindowDecorated sets the state if the window is decorated.
The window is decorated by default.
SetWindowDecorated works only on desktops. SetWindowDecorated does nothing on other platforms.
SetWindowDecorated does nothing on macOS when the window is fullscreened.
SetWindowDecorated is concurrent-safe.
func SetWindowFloating ¶
func SetWindowFloating(float bool)
SetWindowFloating sets the state whether the window is always shown above all the other windows.
SetWindowFloating does nothing on browsers or mobiles.
SetWindowFloating does nothing on macOS when the window is fullscreened.
SetWindowFloating is concurrent-safe.
func SetWindowIcon ¶
SetWindowIcon sets the icon of the game window.
If len(iconImages) is 0, SetWindowIcon reverts the icon to the default one.
For desktops, see the document of glfwSetWindowIcon of GLFW 3.2:
This function sets the icon of the specified window. If passed an array of candidate images, those of or closest to the sizes desired by the system are selected. If no images are specified, the window reverts to its default icon. The desired image sizes varies depending on platform and system settings. The selected images will be rescaled as needed. Good sizes include 16x16, 32x32 and 48x48.
As macOS windows don't have icons, SetWindowIcon doesn't work on macOS.
SetWindowIcon doesn't work on browsers or mobiles.
SetWindowIcon is concurrent-safe.
func SetWindowPosition ¶
func SetWindowPosition(x, y int)
SetWindowPosition sets the window position. The origin position is the left-upper corner of the current monitor. The unit is device-independent pixels.
SetWindowPosition does nothing in fullscreen mode.
SetWindowPosition does nothing on browsers and mobiles.
SetWindowPosition is concurrent-safe.
func SetWindowResizable
deprecated
func SetWindowResizable(resizable bool)
SetWindowResizable sets whether the window is resizable by the user's dragging on desktops. On the other environments, SetWindowResizable does nothing.
Deprecated: as of v2.3, Use SetWindowResizingMode instead.
func SetWindowResizingMode ¶ added in v2.3.0
func SetWindowResizingMode(mode WindowResizingModeType)
SetWindowResizingMode sets the mode in which a user resizes the window.
SetWindowResizingMode does nothing on macOS when the window is fullscreened.
SetWindowResizingMode is concurrent-safe.
func SetWindowSize ¶
func SetWindowSize(width, height int)
SetWindowSize sets the window size on desktops. SetWindowSize does nothing on other environments.
In fullscreen mode, SetWindowSize sets the original window size.
SetWindowSize panics if width or height is not a positive number.
SetWindowSize is concurrent-safe.
func SetWindowSizeLimits ¶ added in v2.1.0
func SetWindowSizeLimits(minw, minh, maxw, maxh int)
SetWindowSizeLimits sets the limitation of the window size on desktops. A negative value indicates the size is not limited.
SetWindowSizeLimits is concurrent-safe.
func SetWindowTitle ¶
func SetWindowTitle(title string)
SetWindowTitle sets the title of the window.
SetWindowTitle does nothing on browsers or mobiles.
SetWindowTitle is concurrent-safe.
func StandardGamepadAxisValue ¶ added in v2.2.0
func StandardGamepadAxisValue(id GamepadID, axis StandardGamepadAxis) float64
StandardGamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s standard axis (axis).
StandardGamepadAxisValue returns 0 when the gamepad doesn't have a standard gamepad layout mapping.
StandardGamepadAxisValue is concurrent safe.
func StandardGamepadButtonValue ¶ added in v2.2.0
func StandardGamepadButtonValue(id GamepadID, button StandardGamepadButton) float64
StandardGamepadButtonValue returns a float value [0.0 - 1.0] of the given gamepad (id)'s standard button (button).
StandardGamepadButtonValue returns 0 when the gamepad doesn't have a standard gamepad layout mapping.
StandardGamepadButtonValue is concurrent safe.
func TouchPosition ¶
TouchPosition returns the position for the touch of the specified ID.
If the touch of the specified ID is not present, TouchPosition returns (0, 0).
TouchPosition is cuncurrent-safe.
func UpdateStandardGamepadLayoutMappings ¶ added in v2.2.0
UpdateStandardGamepadLayoutMappings parses the specified string mappings in SDL_GameControllerDB format and updates the gamepad layout definitions.
UpdateStandardGamepadLayoutMappings reports whether the mappings were applied, and returns an error in case any occurred while parsing the mappings.
One or more input definitions can be provided separated by newlines. In particular, it is valid to pass an entire gamecontrollerdb.txt file. Note though that Ebiten already includes its own copy of this file, so this call should only be necessary to add mappings for hardware not supported yet; ideally games using the StandardGamepad* functions should allow the user to provide mappings and then call this function if provided. When using this facility to support new hardware, please also send a pull request to https://github.com/gabomdq/SDL_GameControllerDB to make your mapping available to everyone else.
A platform field in a line corresponds with a GOOS like the following:
"Windows": GOOS=windows "Mac OS X": GOOS=darwin (not ios) "Linux": GOOS=linux (not android) "Android": GOOS=android "iOS": GOOS=ios "": Any GOOS
On platforms where gamepad mappings are not managed by Ebiten, this always returns false and nil.
UpdateStandardGamepadLayoutMappings is concurrent-safe.
UpdateStandardGamepadLayoutMappings mappings take effect immediately even for already connected gamepads.
UpdateStandardGamepadLayoutMappings works atomically. If an error happens, nothing is updated.
func Vibrate ¶ added in v2.3.0
func Vibrate(options *VibrateOptions)
Vibrate vibrates the device with the specified options.
Vibrate works on mobiles and browsers.
On browsers, Magnitude in the options is ignored.
On Android, this line is required in the manifest setting to use Vibrate:
<uses-permission android:name="android.permission.VIBRATE"/>
On Android, Magnitude in the options is recognized only when the API Level is 26 or newer. Otherwise, Magnitude is ignored.
On iOS, CoreHaptics.framework is required to use Vibrate.
On iOS, Vibrate works only when iOS version is 13.0 or newer. Otherwise, Vibrate does nothing.
Vibrate is concurrent-safe.
func VibrateGamepad ¶ added in v2.3.0
func VibrateGamepad(gamepadID GamepadID, options *VibrateGamepadOptions)
VibrateGamepad vibrates the specified gamepad with the specified options.
VibrateGamepad works only on browsers and Nintendo Switch so far.
VibrateGamepad is concurrent-safe.
func Wheel ¶
func Wheel() (xoff, yoff float64)
Wheel returns x and y offsets of the mouse wheel or touchpad scroll. It returns 0 if the wheel isn't being rolled.
Wheel is concurrent-safe.
func WindowPosition ¶
func WindowPosition() (x, y int)
WindowPosition returns the window position. The origin position is the left-upper corner of the current monitor. The unit is device-independent pixels.
WindowPosition panics if the main loop does not start yet.
WindowPosition returns the last window position in fullscreen mode.
WindowPosition returns (0, 0) on browsers and mobiles.
WindowPosition is concurrent-safe.
func WindowSize ¶
WindowSize returns the window size on desktops. WindowSize returns (0, 0) on other environments.
In fullscreen mode, WindowSize returns the original window size.
WindowSize is concurrent-safe.
func WindowSizeLimits ¶ added in v2.1.0
func WindowSizeLimits() (minw, minh, maxw, maxh int)
WindowSizeLimits returns the limitation of the window size on desktops. A negative value indicates the size is not limited.
WindowSizeLimits is concurrent-safe.
Types ¶
type Address ¶
type Address int
Address represents a sampler address mode.
const ( // AddressUnsafe means there is no guarantee when the texture coodinates are out of range. AddressUnsafe Address = Address(graphicsdriver.AddressUnsafe) // AddressClampToZero means that out-of-range texture coordinates return 0 (transparent). AddressClampToZero Address = Address(graphicsdriver.AddressClampToZero) // AddressRepeat means that texture coordinates wrap to the other side of the texture. AddressRepeat Address = Address(graphicsdriver.AddressRepeat) )
type ColorM ¶
type ColorM struct {
// contains filtered or unexported fields
}
A ColorM represents a matrix to transform coloring when rendering an image.
A ColorM is applied to the straight alpha color while an Image's pixels' format is alpha premultiplied. Before applying a matrix, a color is un-multiplied, and after applying the matrix, the color is multiplied again.
The initial value is identity.
func (*ColorM) Apply ¶
Apply pre-multiplies a vector (r, g, b, a, 1) by the matrix where r, g, b, and a are clr's values in straight-alpha format. In other words, Apply calculates ColorM * (r, g, b, a, 1)^T.
func (*ColorM) ChangeHSV ¶
ChangeHSV changes HSV (Hue-Saturation-Value) values. hueTheta is a radian value to rotate hue. saturationScale is a value to scale saturation. valueScale is a value to scale value (a.k.a. brightness).
This conversion uses RGB to/from YCrCb conversion.
func (*ColorM) Concat ¶
Concat multiplies a color matrix with the other color matrix. This is same as muptiplying the matrix other and the matrix c in this order.
func (*ColorM) Invert ¶
func (c *ColorM) Invert()
Invert inverts the matrix. If c is not invertible, Invert panics.
func (*ColorM) IsInvertible ¶
IsInvertible returns a boolean value indicating whether the matrix c is invertible or not.
func (*ColorM) ScaleWithColor ¶ added in v2.3.0
ScaleWithColor scales the matrix by clr.
func (*ColorM) SetElement ¶
SetElement sets an element at (i, j).
type CompositeMode ¶
type CompositeMode int
CompositeMode represents Porter-Duff composition mode.
const ( // Regular alpha blending // c_out = c_src + c_dst × (1 - α_src) CompositeModeSourceOver CompositeMode = CompositeMode(graphicsdriver.CompositeModeSourceOver) // c_out = 0 CompositeModeClear CompositeMode = CompositeMode(graphicsdriver.CompositeModeClear) // c_out = c_src CompositeModeCopy CompositeMode = CompositeMode(graphicsdriver.CompositeModeCopy) // c_out = c_dst CompositeModeDestination CompositeMode = CompositeMode(graphicsdriver.CompositeModeDestination) // c_out = c_src × (1 - α_dst) + c_dst CompositeModeDestinationOver CompositeMode = CompositeMode(graphicsdriver.CompositeModeDestinationOver) // c_out = c_src × α_dst CompositeModeSourceIn CompositeMode = CompositeMode(graphicsdriver.CompositeModeSourceIn) // c_out = c_dst × α_src CompositeModeDestinationIn CompositeMode = CompositeMode(graphicsdriver.CompositeModeDestinationIn) // c_out = c_src × (1 - α_dst) CompositeModeSourceOut CompositeMode = CompositeMode(graphicsdriver.CompositeModeSourceOut) // c_out = c_dst × (1 - α_src) CompositeModeDestinationOut CompositeMode = CompositeMode(graphicsdriver.CompositeModeDestinationOut) // c_out = c_src × α_dst + c_dst × (1 - α_src) CompositeModeSourceAtop CompositeMode = CompositeMode(graphicsdriver.CompositeModeSourceAtop) // c_out = c_src × (1 - α_dst) + c_dst × α_src CompositeModeDestinationAtop CompositeMode = CompositeMode(graphicsdriver.CompositeModeDestinationAtop) // c_out = c_src × (1 - α_dst) + c_dst × (1 - α_src) CompositeModeXor CompositeMode = CompositeMode(graphicsdriver.CompositeModeXor) // Sum of source and destination (a.k.a. 'plus' or 'additive') // c_out = c_src + c_dst CompositeModeLighter CompositeMode = CompositeMode(graphicsdriver.CompositeModeLighter) // The product of source and destination (a.k.a 'multiply blend mode') // c_out = c_src * c_dst CompositeModeMultiply CompositeMode = CompositeMode(graphicsdriver.CompositeModeMultiply) )
This name convention follows CSS compositing: https://drafts.fxtf.org/compositing-2/.
In the comments, c_src, c_dst and c_out represent alpha-premultiplied RGB values of source, destination and output respectively. α_src and α_dst represent alpha values of source and destination respectively.
type CursorModeType ¶
type CursorModeType = ui.CursorMode
CursorModeType represents a render and coordinate mode of a mouse cursor.
const ( CursorModeVisible CursorModeType = CursorModeType(ui.CursorModeVisible) CursorModeHidden CursorModeType = CursorModeType(ui.CursorModeHidden) CursorModeCaptured CursorModeType = CursorModeType(ui.CursorModeCaptured) )
CursorModeTypes
func CursorMode ¶
func CursorMode() CursorModeType
CursorMode returns the current cursor mode.
CursorMode returns CursorModeHidden on mobiles.
CursorMode is concurrent-safe.
type CursorShapeType ¶ added in v2.1.0
type CursorShapeType = ui.CursorShape
CursorShapeType represents a shape of a mouse cursor.
const ( CursorShapeDefault CursorShapeType = CursorShapeType(ui.CursorShapeDefault) CursorShapeText CursorShapeType = CursorShapeType(ui.CursorShapeText) CursorShapeCrosshair CursorShapeType = CursorShapeType(ui.CursorShapeCrosshair) CursorShapePointer CursorShapeType = CursorShapeType(ui.CursorShapePointer) CursorShapeEWResize CursorShapeType = CursorShapeType(ui.CursorShapeEWResize) CursorShapeNSResize CursorShapeType = CursorShapeType(ui.CursorShapeNSResize) )
CursorShapeTypes
func CursorShape ¶ added in v2.1.0
func CursorShape() CursorShapeType
CursorShape returns the current cursor shape.
CursorShape returns CursorShapeDefault on mobiles.
CursorShape is concurrent-safe.
type DrawImageOptions ¶
type DrawImageOptions struct { // GeoM is a geometry matrix to draw. // The default (zero) value is identity, which draws the image at (0, 0). GeoM GeoM // ColorM is a color matrix to draw. // The default (zero) value is identity, which doesn't change any color. ColorM ColorM // CompositeMode is a composite mode to draw. // The default (zero) value is regular alpha blending. CompositeMode CompositeMode // Filter is a type of texture filter. // The default (zero) value is FilterNearest. Filter Filter }
DrawImageOptions represents options for DrawImage.
type DrawRectShaderOptions ¶
type DrawRectShaderOptions struct { // GeoM is a geometry matrix to draw. // The default (zero) value is identity, which draws the rectangle at (0, 0). GeoM GeoM // CompositeMode is a composite mode to draw. // The default (zero) value is regular alpha blending. CompositeMode CompositeMode // Uniforms is a set of uniform variables for the shader. // The keys are the names of the uniform variables. // The values must be float or []float. // If the uniform variable type is an array, a vector or a matrix, // you have to specify linearly flattened values as a slice. // For example, if the uniform variable type is [4]vec4, the number of the slice values will be 16. Uniforms map[string]interface{} // Images is a set of the source images. // All the image must be the same size with the rectangle. Images [4]*Image }
DrawRectShaderOptions represents options for DrawRectShader.
This API is experimental.
type DrawTrianglesOptions ¶
type DrawTrianglesOptions struct { // ColorM is a color matrix to draw. // The default (zero) value is identity, which doesn't change any color. // ColorM is applied before vertex color scale is applied. // // If Shader is not nil, ColorM is ignored. ColorM ColorM // CompositeMode is a composite mode to draw. // The default (zero) value is regular alpha blending. CompositeMode CompositeMode // Filter is a type of texture filter. // The default (zero) value is FilterNearest. Filter Filter // Address is a sampler address mode. // The default (zero) value is AddressUnsafe. Address Address // FillRule indicates the rule how an overlapped region is rendered. // // The rule EvenOdd is useful when you want to render a complex polygon. // A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon. // See examples/vector for actual usages. // // The default (zero) value is FillAll. FillRule FillRule }
DrawTrianglesOptions represents options for DrawTriangles.
type DrawTrianglesShaderOptions ¶
type DrawTrianglesShaderOptions struct { // CompositeMode is a composite mode to draw. // The default (zero) value is regular alpha blending. CompositeMode CompositeMode // Uniforms is a set of uniform variables for the shader. // The keys are the names of the uniform variables. // The values must be float or []float. // If the uniform variable type is an array, a vector or a matrix, // you have to specify linearly flattened values as a slice. // For example, if the uniform variable type is [4]vec4, the number of the slice values will be 16. Uniforms map[string]interface{} // Images is a set of the source images. // All the image must be the same size. Images [4]*Image // FillRule indicates the rule how an overlapped region is rendered. // // The rule EvenOdd is useful when you want to render a complex polygon. // A complex polygon is a non-convex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon. // See examples/vector for actual usages. // // The default (zero) value is FillAll. FillRule FillRule }
DrawTrianglesShaderOptions represents options for DrawTrianglesShader.
This API is experimental.
type FPSModeType ¶ added in v2.2.0
type FPSModeType = ui.FPSModeType
FPSModeType is a type of FPS modes.
const ( // FPSModeVsyncOn indicates that the game tries to sync the display's refresh rate. // FPSModeVsyncOn is the default mode. FPSModeVsyncOn FPSModeType = ui.FPSModeVsyncOn // FPSModeVsyncOffMaximum indicates that the game doesn't sync with vsync, and // the game is updated whenever possible. // // Be careful that FPSModeVsyncOffMaximum might consume a lot of battery power. // // In FPSModeVsyncOffMaximum, the game's Draw is called almost without sleeping. // The game's Update is called based on the specified TPS. FPSModeVsyncOffMaximum FPSModeType = ui.FPSModeVsyncOffMaximum // FPSModeVsyncOffMinimum indicates that the game doesn't sync with vsync, and // the game is updated only when necessary. // // FPSModeVsyncOffMinimum is useful for relatively static applications to save battery power. // // In FPSModeVsyncOffMinimum, the game's Update and Draw are called only when // 1) new inputting except for gamepads is detected, or 2) ScheduleFrame is called. // In FPSModeVsyncOffMinimum, TPS is SyncWithFPS no matter what TPS is specified at SetMaxTPS. FPSModeVsyncOffMinimum FPSModeType = ui.FPSModeVsyncOffMinimum )
func FPSMode ¶ added in v2.2.0
func FPSMode() FPSModeType
FPSMode returns the current FPS mode.
FPSMode is concurrent-safe.
type FillRule ¶ added in v2.2.0
type FillRule int
FillRule is the rule whether an overlapped region is rendered with DrawTriangles(Shader).
type Filter ¶
type Filter int
Filter represents the type of texture filter to be used when an image is maginified or minified.
const ( // FilterNearest represents nearest (crisp-edged) filter FilterNearest Filter = Filter(graphicsdriver.FilterNearest) // FilterLinear represents linear filter FilterLinear Filter = Filter(graphicsdriver.FilterLinear) )
type Game ¶
type Game interface { // Update updates a game by one tick. The given argument represents a screen image. // // Update updates only the game logic and Draw draws the screen. // // You can assume that Update is always called TPS-times per second (60 by default), and you can assume // that the time delta between two Updates is always 1 / TPS [s] (1/60[s] by default). As Ebiten already // adjusts the number of Update calls, you don't have to measure time deltas in Update by e.g. OS timers. // // An actual TPS is available by CurrentTPS(), and the result might slightly differ from your expected TPS, // but still, your game logic should stick to the fixed time delta and should not rely on CurrentTPS() value. // This API is for just measurement and/or debugging. In the long run, the number of Update calls should be // adjusted based on the set TPS on average. // // An actual time detal between two Updates might be bigger than expected. In this case, your game's // Update or Draw takes longer than they should. In this case, there is nothing other than optimizing // your game implementation. // // In the first frame, it is ensured that Update is called at least once before Draw. You can use Update // to initialize the game state. // // After the first frame, Update might not be called or might be called once // or more for one frame. The frequency is determined by the current TPS (tick-per-second). Update() error // Draw draws the game screen by one frame. // // The give argument represents a screen image. The updated content is adopted as the game screen. // // The frequency of Draw calls depends on the user's environment, especially the monitors refresh rate. // For portability, you should not put your game logic in Draw in general. Draw(screen *Image) // Layout accepts a native outside size in device-independent pixels and returns the game's logical screen // size. // // On desktops, the outside is a window or a monitor (fullscreen mode). On browsers, the outside is a body // element. On mobiles, the outside is the view's size. // // Even though the outside size and the screen size differ, the rendering scale is automatically adjusted to // fit with the outside. // // Layout is called almost every frame. // // It is ensured that Layout is invoked before Update is called in the first frame. // // If Layout returns non-positive numbers, the caller can panic. // // You can return a fixed screen size if you don't care, or you can also return a calculated screen size // adjusted with the given outside size. Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) }
Game defines necessary functions for a game.
type GamepadButton ¶
GamepadButton represents a gamepad button.
const ( GamepadButton0 GamepadButton = gamepad.Button0 GamepadButton1 GamepadButton = gamepad.Button1 GamepadButton2 GamepadButton = gamepad.Button2 GamepadButton3 GamepadButton = gamepad.Button3 GamepadButton4 GamepadButton = gamepad.Button4 GamepadButton5 GamepadButton = gamepad.Button5 GamepadButton6 GamepadButton = gamepad.Button6 GamepadButton7 GamepadButton = gamepad.Button7 GamepadButton8 GamepadButton = gamepad.Button8 GamepadButton9 GamepadButton = gamepad.Button9 GamepadButton10 GamepadButton = gamepad.Button10 GamepadButton11 GamepadButton = gamepad.Button11 GamepadButton12 GamepadButton = gamepad.Button12 GamepadButton13 GamepadButton = gamepad.Button13 GamepadButton14 GamepadButton = gamepad.Button14 GamepadButton15 GamepadButton = gamepad.Button15 GamepadButton16 GamepadButton = gamepad.Button16 GamepadButton17 GamepadButton = gamepad.Button17 GamepadButton18 GamepadButton = gamepad.Button18 GamepadButton19 GamepadButton = gamepad.Button19 GamepadButton20 GamepadButton = gamepad.Button20 GamepadButton21 GamepadButton = gamepad.Button21 GamepadButton22 GamepadButton = gamepad.Button22 GamepadButton23 GamepadButton = gamepad.Button23 GamepadButton24 GamepadButton = gamepad.Button24 GamepadButton25 GamepadButton = gamepad.Button25 GamepadButton26 GamepadButton = gamepad.Button26 GamepadButton27 GamepadButton = gamepad.Button27 GamepadButton28 GamepadButton = gamepad.Button28 GamepadButton29 GamepadButton = gamepad.Button29 GamepadButton30 GamepadButton = gamepad.Button30 GamepadButton31 GamepadButton = gamepad.Button31 GamepadButtonMax GamepadButton = GamepadButton31 )
GamepadButtons
type GamepadID ¶
GamepadID represents a gamepad's identifier.
func AppendGamepadIDs ¶ added in v2.2.0
AppendGamepadIDs appends available gamepad IDs to gamepadIDs, and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendGamepadIDs is concurrent-safe.
func GamepadIDs
deprecated
func GamepadIDs() []GamepadID
GamepadIDs returns a slice indicating available gamepad IDs.
Deprecated: as of v2.2. Use AppendGamepadIDs instead.
type GeoM ¶
type GeoM struct {
// contains filtered or unexported fields
}
A GeoM represents a matrix to transform geometry when rendering an image.
The initial value is identity.
func (*GeoM) Apply ¶
Apply pre-multiplies a vector (x, y, 1) by the matrix. In other words, Apply calculates GeoM * (x, y, 1)^T. The return value is x and y values of the result vector.
func (*GeoM) Concat ¶
Concat multiplies a geometry matrix with the other geometry matrix. This is same as multiplying the matrix other and the matrix g in this order.
func (*GeoM) Invert ¶
func (g *GeoM) Invert()
Invert inverts the matrix. If g is not invertible, Invert panics.
func (*GeoM) IsInvertible ¶
IsInvertible returns a boolean value indicating whether the matrix g is invertible or not.
func (*GeoM) SetElement ¶
SetElement sets an element at (i, j).
type Image ¶
type Image struct {
// contains filtered or unexported fields
}
Image represents a rectangle set of pixels. The pixel format is alpha-premultiplied RGBA. Image implements image.Image and draw.Image.
func NewImage ¶
NewImage returns an empty image.
If width or height is less than 1 or more than device-dependent maximum size, NewImage panics.
NewImage should be called only when necessary. For example, you should avoid to call NewImage every Update or Draw call. Reusing the same image by Clear is much more efficient than creating a new image.
NewImage panics if RunGame already finishes.
func NewImageFromImage ¶
NewImageFromImage creates a new image with the given image (source).
If source's width or height is less than 1 or more than device-dependent maximum size, NewImageFromImage panics.
NewImageFromImage should be called only when necessary. For example, you should avoid to call NewImageFromImage every Update or Draw call. Reusing the same image by Clear and ReplacePixels is much more efficient than creating a new image.
NewImageFromImage panics if RunGame already finishes.
The returned image's origin is always (0, 0). The source's bounds are not respected.
func (*Image) At ¶
At returns the color of the image at (x, y).
At loads pixels from GPU to system memory if necessary, which means that At can be slow.
At always returns a transparent color if the image is disposed.
Note that an important logic should not rely on values returned by At, since the returned values can include very slight differences between some machines.
At can't be called outside the main loop (ebiten.Run's updating function) starts.
func (*Image) Clear ¶
func (i *Image) Clear()
Clear resets the pixels of the image into 0.
When the image is disposed, Clear does nothing.
func (*Image) ColorModel ¶
ColorModel returns the color model of the image.
func (*Image) Dispose ¶
func (i *Image) Dispose()
Dispose disposes the image data. After disposing, most of image functions do nothing and returns meaningless values.
Calling Dispose is not mandatory. GC automatically collects internal resources that no objects refer to. However, calling Dispose explicitly is helpful if memory usage matters.
If the image is a sub-image, Dispose does nothing.
When the image is disposed, Dipose does nothing.
func (*Image) DrawImage ¶
func (i *Image) DrawImage(img *Image, options *DrawImageOptions)
DrawImage draws the given image on the image i.
DrawImage accepts the options. For details, see the document of DrawImageOptions.
For drawing, the pixels of the argument image at the time of this call is adopted. Even if the argument image is mutated after this call, the drawing result is never affected.
When the image i is disposed, DrawImage does nothing. When the given image img is disposed, DrawImage panics.
When the given image is as same as i, DrawImage panics.
DrawImage works more efficiently as batches when the successive calls of DrawImages satisfy the below conditions:
- All render targets are same (A in A.DrawImage(B, op))
- Either all ColorM element values are same or all the ColorM have only diagonal ('scale') elements
- If only (*ColorM).Scale is applied to a ColorM, the ColorM has only diagonal elements. The other ColorM functions might modify the other elements.
- All CompositeMode values are same
- All Filter values are same
Even when all the above conditions are satisfied, multiple draw commands can be used in really rare cases. Ebiten images usually share an internal automatic texture atlas, but when you consume the atlas, or you create a huge image, those images cannot be on the same texture atlas. In this case, draw commands are separated. Another case is when you use an offscreen as a render source. An offscreen doesn't share the texture atlas with high probability.
For more performance tips, see https://ebiten.org/documents/performancetips.html
func (*Image) DrawRectShader ¶
func (i *Image) DrawRectShader(width, height int, shader *Shader, options *DrawRectShaderOptions)
DrawRectShader draws a rectangle with the specified width and height with the specified shader.
For the details about the shader, see https://ebiten.org/documents/shader.html.
When one of the specified image is non-nil and is disposed, DrawRectShader panics.
When the image i is disposed, DrawRectShader does nothing.
This API is experimental.
func (*Image) DrawTriangles ¶
func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, options *DrawTrianglesOptions)
DrawTriangles draws triangles with the specified vertices and their indices.
img is used as a source image. img cannot be nil. If you want to draw triangles with a solid color, use a small white image and adjust the color elements in the vertices. For an actual implementation, see the example 'vector'.
Vertex contains color values, which are interpreted as straight-alpha colors.
If len(indices) is not multiple of 3, DrawTriangles panics.
If len(indices) is more than MaxIndicesNum, DrawTriangles panics.
The rule in which DrawTriangles works effectively is same as DrawImage's.
When the given image is disposed, DrawTriangles panics.
When the image i is disposed, DrawTriangles does nothing.
func (*Image) DrawTrianglesShader ¶
func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesShaderOptions)
DrawTrianglesShader draws triangles with the specified vertices and their indices with the specified shader.
Vertex contains color values, which can be interpreted for any purpose by the shader.
For the details about the shader, see https://ebiten.org/documents/shader.html.
If len(indices) is not multiple of 3, DrawTrianglesShader panics.
If len(indices) is more than MaxIndicesNum, DrawTrianglesShader panics.
When a specified image is non-nil and is disposed, DrawTrianglesShader panics.
When the image i is disposed, DrawTrianglesShader does nothing.
This API is experimental.
func (*Image) Fill ¶
Fill fills the image with a solid color.
When the image is disposed, Fill does nothing.
func (*Image) RGBA64At ¶ added in v2.2.0
RGBA64At implements image.RGBA64Image's RGBA64At.
RGBA64At loads pixels from GPU to system memory if necessary, which means that RGBA64At can be slow.
RGBA64At always returns a transparent color if the image is disposed.
Note that an important logic should not rely on values returned by RGBA64At, since the returned values can include very slight differences between some machines.
RGBA64At can't be called outside the main loop (ebiten.Run's updating function) starts.
func (*Image) ReplacePixels ¶
ReplacePixels replaces the pixels of the image with p.
The given p must represent RGBA pre-multiplied alpha values. len(pix) must equal to 4 * (bounds width) * (bounds height).
ReplacePixels works on a sub-image.
When len(pix) is not appropriate, ReplacePixels panics.
When the image is disposed, ReplacePixels does nothing.
func (*Image) Set ¶
Set sets the color at (x, y).
Set loads pixels from GPU to system memory if necessary, which means that Set can be slow.
In the current implementation, successive calls of Set invokes loading pixels at most once, so this is efficient.
If the image is disposed, Set does nothing.
func (*Image) SubImage ¶
SubImage returns an image representing the portion of the image p visible through r. The returned value shares pixels with the original image.
The returned value is always *ebiten.Image.
If the image is disposed, SubImage returns nil.
A sub-image returned by SubImage can be used as a rendering source and a rendering destination. If a sub-image is used as a rendering source, the image is used as if it is a small image. If a sub-image is used as a rendering destination, the region being rendered is clipped.
type Key ¶
type Key int
A Key represents a keyboard key. These keys represent pysical keys of US keyboard. For example, KeyQ represents Q key on US keyboards and ' (quote) key on Dvorak keyboards.
const ( KeyA Key = Key(ui.KeyA) KeyB Key = Key(ui.KeyB) KeyC Key = Key(ui.KeyC) KeyD Key = Key(ui.KeyD) KeyE Key = Key(ui.KeyE) KeyF Key = Key(ui.KeyF) KeyG Key = Key(ui.KeyG) KeyH Key = Key(ui.KeyH) KeyI Key = Key(ui.KeyI) KeyJ Key = Key(ui.KeyJ) KeyK Key = Key(ui.KeyK) KeyL Key = Key(ui.KeyL) KeyM Key = Key(ui.KeyM) KeyN Key = Key(ui.KeyN) KeyO Key = Key(ui.KeyO) KeyP Key = Key(ui.KeyP) KeyQ Key = Key(ui.KeyQ) KeyR Key = Key(ui.KeyR) KeyS Key = Key(ui.KeyS) KeyT Key = Key(ui.KeyT) KeyU Key = Key(ui.KeyU) KeyV Key = Key(ui.KeyV) KeyW Key = Key(ui.KeyW) KeyX Key = Key(ui.KeyX) KeyY Key = Key(ui.KeyY) KeyZ Key = Key(ui.KeyZ) KeyAltLeft Key = Key(ui.KeyAltLeft) KeyAltRight Key = Key(ui.KeyAltRight) KeyArrowDown Key = Key(ui.KeyArrowDown) KeyArrowLeft Key = Key(ui.KeyArrowLeft) KeyArrowRight Key = Key(ui.KeyArrowRight) KeyArrowUp Key = Key(ui.KeyArrowUp) KeyBackquote Key = Key(ui.KeyBackquote) KeyBackslash Key = Key(ui.KeyBackslash) KeyBackspace Key = Key(ui.KeyBackspace) KeyBracketLeft Key = Key(ui.KeyBracketLeft) KeyBracketRight Key = Key(ui.KeyBracketRight) KeyCapsLock Key = Key(ui.KeyCapsLock) KeyComma Key = Key(ui.KeyComma) KeyContextMenu Key = Key(ui.KeyContextMenu) KeyControlLeft Key = Key(ui.KeyControlLeft) KeyControlRight Key = Key(ui.KeyControlRight) KeyDelete Key = Key(ui.KeyDelete) KeyDigit0 Key = Key(ui.KeyDigit0) KeyDigit1 Key = Key(ui.KeyDigit1) KeyDigit2 Key = Key(ui.KeyDigit2) KeyDigit3 Key = Key(ui.KeyDigit3) KeyDigit4 Key = Key(ui.KeyDigit4) KeyDigit5 Key = Key(ui.KeyDigit5) KeyDigit6 Key = Key(ui.KeyDigit6) KeyDigit7 Key = Key(ui.KeyDigit7) KeyDigit8 Key = Key(ui.KeyDigit8) KeyDigit9 Key = Key(ui.KeyDigit9) KeyEnd Key = Key(ui.KeyEnd) KeyEnter Key = Key(ui.KeyEnter) KeyEqual Key = Key(ui.KeyEqual) KeyEscape Key = Key(ui.KeyEscape) KeyF1 Key = Key(ui.KeyF1) KeyF2 Key = Key(ui.KeyF2) KeyF3 Key = Key(ui.KeyF3) KeyF4 Key = Key(ui.KeyF4) KeyF5 Key = Key(ui.KeyF5) KeyF6 Key = Key(ui.KeyF6) KeyF7 Key = Key(ui.KeyF7) KeyF8 Key = Key(ui.KeyF8) KeyF9 Key = Key(ui.KeyF9) KeyF10 Key = Key(ui.KeyF10) KeyF11 Key = Key(ui.KeyF11) KeyF12 Key = Key(ui.KeyF12) KeyHome Key = Key(ui.KeyHome) KeyInsert Key = Key(ui.KeyInsert) KeyMetaLeft Key = Key(ui.KeyMetaLeft) KeyMetaRight Key = Key(ui.KeyMetaRight) KeyMinus Key = Key(ui.KeyMinus) KeyNumLock Key = Key(ui.KeyNumLock) KeyNumpad0 Key = Key(ui.KeyNumpad0) KeyNumpad1 Key = Key(ui.KeyNumpad1) KeyNumpad2 Key = Key(ui.KeyNumpad2) KeyNumpad3 Key = Key(ui.KeyNumpad3) KeyNumpad4 Key = Key(ui.KeyNumpad4) KeyNumpad5 Key = Key(ui.KeyNumpad5) KeyNumpad6 Key = Key(ui.KeyNumpad6) KeyNumpad7 Key = Key(ui.KeyNumpad7) KeyNumpad8 Key = Key(ui.KeyNumpad8) KeyNumpad9 Key = Key(ui.KeyNumpad9) KeyNumpadAdd Key = Key(ui.KeyNumpadAdd) KeyNumpadDecimal Key = Key(ui.KeyNumpadDecimal) KeyNumpadDivide Key = Key(ui.KeyNumpadDivide) KeyNumpadEnter Key = Key(ui.KeyNumpadEnter) KeyNumpadEqual Key = Key(ui.KeyNumpadEqual) KeyNumpadMultiply Key = Key(ui.KeyNumpadMultiply) KeyNumpadSubtract Key = Key(ui.KeyNumpadSubtract) KeyPageDown Key = Key(ui.KeyPageDown) KeyPageUp Key = Key(ui.KeyPageUp) KeyPause Key = Key(ui.KeyPause) KeyPeriod Key = Key(ui.KeyPeriod) KeyPrintScreen Key = Key(ui.KeyPrintScreen) KeyQuote Key = Key(ui.KeyQuote) KeyScrollLock Key = Key(ui.KeyScrollLock) KeySemicolon Key = Key(ui.KeySemicolon) KeyShiftLeft Key = Key(ui.KeyShiftLeft) KeyShiftRight Key = Key(ui.KeyShiftRight) KeySlash Key = Key(ui.KeySlash) KeySpace Key = Key(ui.KeySpace) KeyTab Key = Key(ui.KeyTab) KeyAlt Key = Key(ui.KeyReserved0) KeyControl Key = Key(ui.KeyReserved1) KeyShift Key = Key(ui.KeyReserved2) KeyMeta Key = Key(ui.KeyReserved3) KeyMax Key = KeyMeta // Keys for backward compatibility. // Deprecated: as of v2.1. Key0 Key = Key(ui.KeyDigit0) Key1 Key = Key(ui.KeyDigit1) Key2 Key = Key(ui.KeyDigit2) Key3 Key = Key(ui.KeyDigit3) Key4 Key = Key(ui.KeyDigit4) Key5 Key = Key(ui.KeyDigit5) Key6 Key = Key(ui.KeyDigit6) Key7 Key = Key(ui.KeyDigit7) Key8 Key = Key(ui.KeyDigit8) Key9 Key = Key(ui.KeyDigit9) KeyApostrophe Key = Key(ui.KeyQuote) KeyDown Key = Key(ui.KeyArrowDown) KeyGraveAccent Key = Key(ui.KeyBackquote) KeyKP0 Key = Key(ui.KeyNumpad0) KeyKP1 Key = Key(ui.KeyNumpad1) KeyKP2 Key = Key(ui.KeyNumpad2) KeyKP3 Key = Key(ui.KeyNumpad3) KeyKP4 Key = Key(ui.KeyNumpad4) KeyKP5 Key = Key(ui.KeyNumpad5) KeyKP6 Key = Key(ui.KeyNumpad6) KeyKP7 Key = Key(ui.KeyNumpad7) KeyKP8 Key = Key(ui.KeyNumpad8) KeyKP9 Key = Key(ui.KeyNumpad9) KeyKPAdd Key = Key(ui.KeyNumpadAdd) KeyKPDecimal Key = Key(ui.KeyNumpadDecimal) KeyKPDivide Key = Key(ui.KeyNumpadDivide) KeyKPEnter Key = Key(ui.KeyNumpadEnter) KeyKPEqual Key = Key(ui.KeyNumpadEqual) KeyKPMultiply Key = Key(ui.KeyNumpadMultiply) KeyKPSubtract Key = Key(ui.KeyNumpadSubtract) KeyLeft Key = Key(ui.KeyArrowLeft) KeyLeftBracket Key = Key(ui.KeyBracketLeft) KeyMenu Key = Key(ui.KeyContextMenu) KeyRight Key = Key(ui.KeyArrowRight) KeyRightBracket Key = Key(ui.KeyBracketRight) KeyUp Key = Key(ui.KeyArrowUp) )
Keys.
type MouseButton ¶
type MouseButton = ui.MouseButton
A MouseButton represents a mouse button.
const ( MouseButtonLeft MouseButton = ui.MouseButtonLeft MouseButtonRight MouseButton = ui.MouseButtonRight MouseButtonMiddle MouseButton = ui.MouseButtonMiddle )
MouseButtons
type Shader ¶
type Shader struct {
// contains filtered or unexported fields
}
Shader represents a compiled shader program.
For the details about the shader, see https://ebiten.org/documents/shader.html.
func NewShader ¶
NewShader compiles a shader program in the shading language Kage, and retruns the result.
If the compilation fails, NewShader returns an error.
For the details about the shader, see https://ebiten.org/documents/shader.html.
type StandardGamepadAxis ¶ added in v2.2.0
type StandardGamepadAxis = gamepaddb.StandardAxis
StandardGamepadAxis represents a gamepad axis in the standard layout.
The layout and the button values are based on the web standard. See https://www.w3.org/TR/gamepad/#remapping.
const ( StandardGamepadAxisLeftStickHorizontal StandardGamepadAxis = gamepaddb.StandardAxisLeftStickHorizontal StandardGamepadAxisLeftStickVertical StandardGamepadAxis = gamepaddb.StandardAxisLeftStickVertical StandardGamepadAxisRightStickHorizontal StandardGamepadAxis = gamepaddb.StandardAxisRightStickHorizontal StandardGamepadAxisRightStickVertical StandardGamepadAxis = gamepaddb.StandardAxisRightStickVertical StandardGamepadAxisMax StandardGamepadAxis = StandardGamepadAxisRightStickVertical )
StandardGamepadAxes
type StandardGamepadButton ¶ added in v2.2.0
type StandardGamepadButton = gamepaddb.StandardButton
StandardGamepadButton represents a gamepad button in the standard layout.
The layout and the button values are based on the web standard. See https://www.w3.org/TR/gamepad/#remapping.
const ( StandardGamepadButtonRightBottom StandardGamepadButton = gamepaddb.StandardButtonRightBottom StandardGamepadButtonRightRight StandardGamepadButton = gamepaddb.StandardButtonRightRight StandardGamepadButtonRightLeft StandardGamepadButton = gamepaddb.StandardButtonRightLeft StandardGamepadButtonRightTop StandardGamepadButton = gamepaddb.StandardButtonRightTop StandardGamepadButtonFrontTopLeft StandardGamepadButton = gamepaddb.StandardButtonFrontTopLeft StandardGamepadButtonFrontTopRight StandardGamepadButton = gamepaddb.StandardButtonFrontTopRight StandardGamepadButtonFrontBottomLeft StandardGamepadButton = gamepaddb.StandardButtonFrontBottomLeft StandardGamepadButtonFrontBottomRight StandardGamepadButton = gamepaddb.StandardButtonFrontBottomRight StandardGamepadButtonCenterLeft StandardGamepadButton = gamepaddb.StandardButtonCenterLeft StandardGamepadButtonCenterRight StandardGamepadButton = gamepaddb.StandardButtonCenterRight StandardGamepadButtonLeftStick StandardGamepadButton = gamepaddb.StandardButtonLeftStick StandardGamepadButtonRightStick StandardGamepadButton = gamepaddb.StandardButtonRightStick StandardGamepadButtonLeftTop StandardGamepadButton = gamepaddb.StandardButtonLeftTop StandardGamepadButtonLeftBottom StandardGamepadButton = gamepaddb.StandardButtonLeftBottom StandardGamepadButtonLeftLeft StandardGamepadButton = gamepaddb.StandardButtonLeftLeft StandardGamepadButtonLeftRight StandardGamepadButton = gamepaddb.StandardButtonLeftRight StandardGamepadButtonCenterCenter StandardGamepadButton = gamepaddb.StandardButtonCenterCenter StandardGamepadButtonMax StandardGamepadButton = StandardGamepadButtonCenterCenter )
StandardGamepadButtons
type TouchID ¶
TouchID represents a touch's identifier.
func AppendTouchIDs ¶ added in v2.2.0
AppendTouchIDs appends the current touch states to touches, and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
If you want to know whether a touch started being pressed in the current frame, use inpututil.JustPressedTouchIDs
AppendTouchIDs doesn't append anything when there are no touches. AppendTouchIDs always does nothing on desktops.
AppendTouchIDs is concurrent-safe.
type Vertex ¶
type Vertex struct { // DstX and DstY represents a point on a destination image. DstX float32 DstY float32 // SrcX and SrcY represents a point on a source image. // Be careful that SrcX/SrcY coordinates are on the image's bounds. // This means that a left-upper point of a sub-image might not be (0, 0). SrcX float32 SrcY float32 // ColorR/ColorG/ColorB/ColorA represents color scaling values. // Their interpretation depends on the concrete draw call used: // - DrawTriangles: straight-alpha encoded color multiplier. // If ColorA is 0, the vertex is fully transparent and color is ignored. // If ColorA is 1, the vertex has the color (ColorR, ColorG, ColorB). // Vertex colors are interpolated linearly respecting alpha. // - DrawTrianglesShader: arbitrary floating point values sent to the shader. // These are interpolated linearly and independently from each other. ColorR float32 ColorG float32 ColorB float32 ColorA float32 }
Vertex represents a vertex passed to DrawTriangles.
type VibrateGamepadOptions ¶ added in v2.3.0
type VibrateGamepadOptions struct { // Duration is the time duration of the effect. Duration time.Duration // StrongMagnitude is the rumble intensity of a low-frequency rumble motor. // The value is in between 0 and 1. StrongMagnitude float64 // StrongMagnitude is the rumble intensity of a high-frequency rumble motor. // The value is in between 0 and 1. WeakMagnitude float64 }
VibrateGamepadOptions represents the options for gamepad vibration.
type VibrateOptions ¶ added in v2.3.0
type VibrateOptions struct { // Duration is the time duration of the effect. Duration time.Duration // Magnitude is the strength of the device vibration. // The value is in between 0 and 1. Magnitude float64 }
VibrateOptions represents the options for device vibration.
type WindowResizingModeType ¶ added in v2.3.0
type WindowResizingModeType = ui.WindowResizingMode
WindowResizingModeType represents a mode in which a user resizes the window.
Regardless of the resizing mode, an Ebiten application can still change the window size or make the window fullscreen by calling Ebiten functions.
const ( // WindowResizingModeDisabled indicates the mode to disallow resizing the window by a user. WindowResizingModeDisabled WindowResizingModeType = WindowResizingModeType(ui.WindowResizingModeDisabled) // WindowResizingModeOnlyFullscreenEnabled indicates the mode to disallow resizing the window, // but allow to make the window fullscreen by a user. // This works only on macOS so far. // On the other platforms, this is the same as WindowResizingModeDisabled. WindowResizingModeOnlyFullscreenEnabled WindowResizingModeType = WindowResizingModeType(ui.WindowResizingModeOnlyFullscreenEnabled) // WindowResizingModeEnabled indicates the mode to allow resizing the window by a user. WindowResizingModeEnabled WindowResizingModeType = WindowResizingModeType(ui.WindowResizingModeEnabled) )
WindowResizingModeTypes
func WindowResizingMode ¶ added in v2.3.0
func WindowResizingMode() WindowResizingModeType
WindowResizingMode returns the current mode in which a user resizes the window.
The default mode is WindowResizingModeDisabled.
WindowResizingMode is concurrent-safe.
Source Files ¶
Directories ¶
Path | Synopsis |
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Package audio provides audio players.
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Package audio provides audio players. |
mp3
Package mp3 provides MP3 decoder.
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Package mp3 provides MP3 decoder. |
vorbis
Package vorbis provides Ogg/Vorbis decoder.
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Package vorbis provides Ogg/Vorbis decoder. |
wav
Package wav provides WAV (RIFF) decoder.
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Package wav provides WAV (RIFF) decoder. |
cmd
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ebitenmobile
ebitenmobile is a wrapper of gomobile for Ebiten.
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ebitenmobile is a wrapper of gomobile for Ebiten. |
Package ebitenutil provides utility functions for Ebiten.
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Package ebitenutil provides utility functions for Ebiten. |
examples
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Package inpututil provides utility functions of input like keyboard or mouse.
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Package inpututil provides utility functions of input like keyboard or mouse. |
internal
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clock
Package clock manages game timers.
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Package clock manages game timers. |
graphicscommand
Package graphicscommand represents a low layer for graphics using OpenGL.
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Package graphicscommand represents a low layer for graphics using OpenGL. |
graphicsdriver/metal/ca
Package ca provides access to Apple's Core Animation API (https://developer.apple.com/documentation/quartzcore).
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Package ca provides access to Apple's Core Animation API (https://developer.apple.com/documentation/quartzcore). |
graphicsdriver/metal/mtl
Package mtl provides access to Apple's Metal API (https://developer.apple.com/documentation/metal).
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Package mtl provides access to Apple's Metal API (https://developer.apple.com/documentation/metal). |
graphicsdriver/metal/ns
Package ns provides access to Apple's AppKit API (https://developer.apple.com/documentation/appkit).
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Package ns provides access to Apple's AppKit API (https://developer.apple.com/documentation/appkit). |
graphicsdriver/opengl/gl
Package gl implements Go bindings to OpenGL.
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Package gl implements Go bindings to OpenGL. |
graphicsdriver/opengl/gles
Package gles implements Go bindings to OpenGL ES.
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Package gles implements Go bindings to OpenGL ES. |
jsutil
Package jsutil offers utility functions for Wasm.
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Package jsutil offers utility functions for Wasm. |
packing
Package packing offers a packing algorithm in 2D space.
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Package packing offers a packing algorithm in 2D space. |
png
Package png implements a PNG image decoder and encoder.
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Package png implements a PNG image decoder and encoder. |
restorable
Package restorable offers an Image struct that stores image commands and restores its pixel data from the commands when context lost happens.
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Package restorable offers an Image struct that stores image commands and restores its pixel data from the commands when context lost happens. |
shaderir
Package shaderir offers intermediate representation for shader programs.
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Package shaderir offers intermediate representation for shader programs. |
Package mobile provides functions for mobile platforms (Android and iOS).
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Package mobile provides functions for mobile platforms (Android and iOS). |
Package text offers functions to draw texts on an Ebiten's image.
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Package text offers functions to draw texts on an Ebiten's image. |
Package vector provides functions for vector graphics rendering.
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Package vector provides functions for vector graphics rendering. |