Documentation ¶
Overview ¶
Package ebiten provides graphics and input API to develop a 2D game.
You can start the game by calling the function Run.
func update(screen *ebiten.Image) error { // Define your game. } func main() { ebiten.Run(update, 320, 240, 2, "Your game's title") }
Index ¶
- Constants
- func CurrentFPS() float64
- func CursorPosition() (x, y int)
- func DeviceScaleFactor() float64
- func GamepadAxis(id int, axis int) float64
- func GamepadAxisNum(id int) int
- func GamepadButtonNum(id int) int
- func GamepadIDs() []int
- func InputChars() []rune
- func IsCursorVisible() bool
- func IsFullscreen() bool
- func IsGamepadButtonPressed(id int, button GamepadButton) bool
- func IsKeyPressed(key Key) bool
- func IsMouseButtonPressed(mouseButton MouseButton) bool
- func IsRunnableInBackground() bool
- func IsRunningSlowly() bool
- func Run(f func(*Image) error, width, height int, scale float64, title string) error
- func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error
- func ScreenScale() float64
- func SetCursorVisibility(visible bool)
- func SetCursorVisible(visible bool)
- func SetFullscreen(fullscreen bool)
- func SetRunnableInBackground(runnableInBackground bool)
- func SetScreenScale(scale float64)
- func SetScreenSize(width, height int)
- func SetWindowIcon(iconImages []image.Image)
- type ColorM
- func (c *ColorM) Add(other 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) Reset()
- func (c *ColorM) RotateHue(theta float64)
- func (c *ColorM) Scale(r, g, b, a float64)
- func (c *ColorM) SetElement(i, j int, element float64)
- func (c *ColorM) Translate(r, g, b, a float64)
- type CompositeMode
- type DrawImageOptions
- type Filter
- type GamepadButton
- type GeoM
- func (g *GeoM) Add(other GeoM)
- func (g *GeoM) Apply(x, y float64) (x2, y2 float64)
- func (g *GeoM) Concat(other GeoM)
- func (g *GeoM) Element(i, j int) float64
- 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) 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() error
- func (i *Image) ColorModel() color.Model
- func (i *Image) Dispose() error
- func (i *Image) DrawImage(img *Image, options *DrawImageOptions) error
- func (i *Image) Fill(clr color.Color) error
- func (i *Image) ReplacePixels(p []byte) error
- func (i *Image) Size() (width, height int)
- type ImagePart
- type ImageParts
- type Key
- type MouseButton
- type Touch
Constants ¶
const ( // Regular alpha blending // c_out = c_src + c_dst × (1 - α_src) CompositeModeSourceOver CompositeMode = CompositeMode(opengl.CompositeModeSourceOver) // c_out = 0 CompositeModeClear = CompositeMode(opengl.CompositeModeClear) // c_out = c_src CompositeModeCopy = CompositeMode(opengl.CompositeModeCopy) // c_out = c_dst CompositeModeDestination = CompositeMode(opengl.CompositeModeDestination) // c_out = c_src × (1 - α_dst) + c_dst CompositeModeDestinationOver = CompositeMode(opengl.CompositeModeDestinationOver) // c_out = c_src × α_dst CompositeModeSourceIn = CompositeMode(opengl.CompositeModeSourceIn) // c_out = c_dst × α_src CompositeModeDestinationIn = CompositeMode(opengl.CompositeModeDestinationIn) // c_out = c_src × (1 - α_dst) CompositeModeSourceOut = CompositeMode(opengl.CompositeModeSourceOut) // c_out = c_dst × (1 - α_src) CompositeModeDestinationOut = CompositeMode(opengl.CompositeModeDestinationOut) // c_out = c_src × α_dst + c_dst × (1 - α_src) CompositeModeSourceAtop = CompositeMode(opengl.CompositeModeSourceAtop) // c_out = c_src × (1 - α_dst) + c_dst × α_src CompositeModeDestinationAtop = CompositeMode(opengl.CompositeModeDestinationAtop) // c_out = c_src × (1 - α_dst) + c_dst × (1 - α_src) CompositeModeXor = CompositeMode(opengl.CompositeModeXor) // Sum of source and destination (a.k.a. 'plus' or 'additive') // c_out = c_src + c_dst CompositeModeLighter = CompositeMode(opengl.CompositeModeLighter) )
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.
const ColorMDim = affine.ColorMDim
ColorMDim is a dimension of a ColorM.
const FPS = clock.FPS
FPS represents how many times game updating happens in a second (60).
const GeoMDim = affine.GeoMDim
GeoMDim is a dimension of a GeoM.
const MaxImageSize = restorable.MaxImageSize
MaxImageSize represents the maximum width/height of an image.
Variables ¶
This section is empty.
Functions ¶
func CurrentFPS ¶ added in v1.2.0
func CurrentFPS() float64
CurrentFPS returns the current number of frames per second of rendering.
The returned value represents how many times rendering happens in a second and NOT how many times logical game updating (a passed function to Run) happens. Note that logical game updating is assured to happen 60 times in a second.
This function is concurrent-safe.
func CursorPosition ¶
func CursorPosition() (x, y int)
CursorPosition returns a position of a mouse cursor.
This function is concurrent-safe.
func DeviceScaleFactor ¶ added in v1.6.0
func DeviceScaleFactor() float64
DeviceScaleFactor returns a device scale factor value.
DeviceScaleFactor returns a meaningful value on high-DPI display environment, otherwise DeviceScaleFactor returns 1.
This function is concurrent-safe.
func GamepadAxis ¶ added in v1.2.0
GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
This function is concurrent-safe.
This function always returns 0 on mobiles.
func GamepadAxisNum ¶ added in v1.2.0
GamepadAxisNum returns the number of axes of the gamepad (id).
This function is concurrent-safe.
This function always returns 0 on mobiles.
func GamepadButtonNum ¶ added in v1.2.0
GamepadButtonNum returns the number of the buttons of the given gamepad (id).
This function is concurrent-safe.
This function always returns 0 on mobiles.
func GamepadIDs ¶ added in v1.6.0
func GamepadIDs() []int
GamepadIDs returns a slice indicating available gamepad IDs.
This function is concurrent-safe.
This function always returns an empty slice on mobiles.
func InputChars ¶ added in v1.6.0
func InputChars() []rune
InputChars return "printable" runes read from the keyboard at the time update is called.
InputChars represents the environment's locale-dependent translation of keyboard input to Unicode characters.
IsKeyPressed is based on a mapping of device (US keyboard) codes to input device keys. "Control" and modifier keys should be handled with IsKeyPressed.
This function is concurrent-safe.
func IsCursorVisible ¶ added in v1.6.0
func IsCursorVisible() bool
IsCursorVisible returns a boolean value indicating whether the cursor is visible or not.
IsCursorVisible always returns false on mobiles.
This function is concurrent-safe.
func IsFullscreen ¶ added in v1.6.0
func IsFullscreen() bool
IsFullscreen returns a boolean value indicating whether the current mode is fullscreen or not.
IsFullscreen always returns false on mobiles.
This function is concurrent-safe.
func IsGamepadButtonPressed ¶ added in v1.2.0
func IsGamepadButtonPressed(id int, button GamepadButton) bool
IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not.
This function is concurrent-safe.
The button states vary depending on environments. There can be differences even between Chrome and Firefox. Don't assume that returned values are always same when same buttons are pressed.
This function always returns false on mobiles.
func IsKeyPressed ¶
IsKeyPressed returns a boolean indicating whether key is pressed.
This function is concurrent-safe.
func IsMouseButtonPressed ¶
func IsMouseButtonPressed(mouseButton MouseButton) bool
IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
This function is concurrent-safe.
Note that touch events not longer affect this function's result as of 1.4.0-alpha. Use Touches instead.
func IsRunnableInBackground ¶ added in v1.6.0
func IsRunnableInBackground() bool
IsRunnableInBackground returns a boolean value indicating whether the game runs even in background.
This function is concurrent-safe.
func IsRunningSlowly ¶ added in v1.3.0
func IsRunningSlowly() bool
IsRunningSlowly returns true if the game is running too slowly to keep 60 FPS of rendering. The game screen is not updated when IsRunningSlowly is true. It is recommended to skip heavy processing, especially drawing screen, when IsRunningSlowly is true.
The typical code with IsRunningSlowly is this:
func update(screen *ebiten.Image) error { // Update the state. // When IsRunningSlowly is true, the rendered result is not adopted. // Skip rendering then. if ebiten.IsRunningSlowly() { return nil } // Draw something to the screen. return nil }
This function is concurrent-safe.
func Run ¶
Run runs the game. f is a function which is called at every frame. The argument (*Image) is the render target that represents the screen. The screen size is based on the given values (width and height).
A window size is based on the given values (width, height and scale). scale is used to enlarge the screen. Note that the actual screen is multiplied not only by the given scale but also by the device scale on high-DPI display. If you pass inverse of the device scale, you can disable this automatical device scaling as a result. You can get the device scale by DeviceScaleFactor function.
Run must be called from the OS main thread. Note that Ebiten bounds the main goroutine to the main OS thread by runtime.LockOSThread.
The given function f is guaranteed to be called 60 times a second even if a rendering frame is skipped. f is not called when the window is in background by default. This setting is configurable with SetRunnableInBackground.
The given scale is ignored on fullscreen mode.
Run returns error when 1) OpenGL error happens, 2) audio error happens or 3) f returns error. In the case of 3), Run returns the same error.
The size unit is device-independent pixel.
Don't call Run twice or more in one process.
func RunWithoutMainLoop ¶ added in v1.5.0
func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64, title string) <-chan error
RunWithoutMainLoop runs the game, but don't call the loop on the main (UI) thread. Different from Run, this function returns immediately.
Typically, Ebiten users don't have to call this directly. Instead, functions in github.com/hajimehoshi/ebiten/mobile module call this.
func ScreenScale ¶ added in v1.3.0
func ScreenScale() float64
ScreenScale returns the current screen scale.
If Run is not called, this returns 0.
This function is concurrent-safe.
func SetCursorVisibility ¶ added in v1.5.0
func SetCursorVisibility(visible bool)
SetCursorVisibility is deprecated as of 1.6.0-alpha. Use SetCursorVisible instead.
func SetCursorVisible ¶ added in v1.6.0
func SetCursorVisible(visible bool)
SetCursorVisible changes the state of cursor visiblity.
SetCursorVisible does nothing on mobiles.
This function is concurrent-safe.
func SetFullscreen ¶ added in v1.6.0
func SetFullscreen(fullscreen bool)
SetFullscreen changes the current mode to fullscreen or not.
On 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, the game screen is resized to fit with the body element (client) size. Additionally, the game screen is automatically resized when the body element is resized.
SetFullscreen does nothing on mobiles.
This function is concurrent-safe.
func SetRunnableInBackground ¶ added in v1.6.0
func SetRunnableInBackground(runnableInBackground bool)
SetRunnableInBackground sets the state if the game runs even in background.
If the given value is true, the game runs in background e.g. when losing focus. The initial state is false.
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.
SetRunnableInBackground does nothing on mobiles so far.
This function is concurrent-safe.
func SetScreenScale ¶ added in v1.2.0
func SetScreenScale(scale float64)
SetScreenScale changes the scale of the screen.
Note that the actual screen is multiplied not only by the given scale but also by the device scale on high-DPI display. If you pass inverse of the device scale, you can disable this automatical device scaling as a result. You can get the device scale by DeviceScaleFactor function.
This function is concurrent-safe.
func SetScreenSize ¶ added in v1.2.0
func SetScreenSize(width, height int)
SetScreenSize changes the (logical) size of the screen. This doesn't affect the current scale of the screen.
Unit is device-independent pixel.
This function is concurrent-safe.
func SetWindowIcon ¶ added in v1.6.0
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.
This function is concurrent-safe.
Types ¶
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 Monochrome ¶
func Monochrome() ColorM
Monochrome is deprecated as of 1.6.0-alpha. Use ChangeHSV(0, 0, 1) instead.
func ScaleColor ¶
ScaleColor is deprecated as of 1.2.0-alpha. Use Scale instead.
func TranslateColor ¶
TranslateColor is deprecated as of 1.2.0-alpha. Use Translate instead.
func (*ColorM) Add ¶
Add is deprecated as of 1.5.0-alpha. Note that this doesn't make sense as an operation for affine matrices.
func (*ColorM) Apply ¶ added in v1.6.0
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 ¶ added in v1.3.0
ChangeHSV changes HSV (Hue-Saturation-Value) values. hueTheta is a radian value to ratate 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) Reset ¶ added in v1.5.0
func (c *ColorM) Reset()
Reset resets the ColorM as identity.
func (*ColorM) RotateHue ¶ added in v1.2.0
RotateHue rotates the hue. theta represents rotating angle in radian.
func (*ColorM) SetElement ¶
SetElement sets an element at (i, j).
type CompositeMode ¶ added in v1.3.0
type CompositeMode int
CompositeMode represents Porter-Duff composition mode.
type DrawImageOptions ¶
type DrawImageOptions struct { // SourceRect is the region of the source image to draw. // If SourceRect is nil, whole image is used. // // It is assured that texels out of the SourceRect are never used. SourceRect *image.Rectangle // GeoM is a geometry matrix to draw. // The default (zero) value is identify, 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 // Deprecated (as of 1.5.0-alpha): Use SourceRect instead. ImageParts ImageParts // Deprecated (as of 1.1.0-alpha): Use SourceRect instead. Parts []ImagePart }
A DrawImageOptions represents options to render an image on an image.
type Filter ¶
type Filter int
Filter represents the type of filter to be used when an image is maginified or minified.
const ( // FilterNearest represents nearest (crisp-edged) filter FilterNearest Filter = Filter(graphics.FilterNearest) // FilterLinear represents linear filter FilterLinear Filter = Filter(graphics.FilterLinear) )
type GamepadButton ¶ added in v1.2.0
type GamepadButton int
A GamepadButton represents a gamepad button.
const ( GamepadButton0 GamepadButton = GamepadButton(ui.GamepadButton0) GamepadButton1 GamepadButton = GamepadButton(ui.GamepadButton1) GamepadButton2 GamepadButton = GamepadButton(ui.GamepadButton2) GamepadButton3 GamepadButton = GamepadButton(ui.GamepadButton3) GamepadButton4 GamepadButton = GamepadButton(ui.GamepadButton4) GamepadButton5 GamepadButton = GamepadButton(ui.GamepadButton5) GamepadButton6 GamepadButton = GamepadButton(ui.GamepadButton6) GamepadButton7 GamepadButton = GamepadButton(ui.GamepadButton7) GamepadButton8 GamepadButton = GamepadButton(ui.GamepadButton8) GamepadButton9 GamepadButton = GamepadButton(ui.GamepadButton9) GamepadButton10 GamepadButton = GamepadButton(ui.GamepadButton10) GamepadButton11 GamepadButton = GamepadButton(ui.GamepadButton11) GamepadButton12 GamepadButton = GamepadButton(ui.GamepadButton12) GamepadButton13 GamepadButton = GamepadButton(ui.GamepadButton13) GamepadButton14 GamepadButton = GamepadButton(ui.GamepadButton14) GamepadButton15 GamepadButton = GamepadButton(ui.GamepadButton15) GamepadButton16 GamepadButton = GamepadButton(ui.GamepadButton16) GamepadButton17 GamepadButton = GamepadButton(ui.GamepadButton17) GamepadButton18 GamepadButton = GamepadButton(ui.GamepadButton18) GamepadButton19 GamepadButton = GamepadButton(ui.GamepadButton19) GamepadButton20 GamepadButton = GamepadButton(ui.GamepadButton20) GamepadButton21 GamepadButton = GamepadButton(ui.GamepadButton21) GamepadButton22 GamepadButton = GamepadButton(ui.GamepadButton22) GamepadButton23 GamepadButton = GamepadButton(ui.GamepadButton23) GamepadButton24 GamepadButton = GamepadButton(ui.GamepadButton24) GamepadButton25 GamepadButton = GamepadButton(ui.GamepadButton25) GamepadButton26 GamepadButton = GamepadButton(ui.GamepadButton26) GamepadButton27 GamepadButton = GamepadButton(ui.GamepadButton27) GamepadButton28 GamepadButton = GamepadButton(ui.GamepadButton28) GamepadButton29 GamepadButton = GamepadButton(ui.GamepadButton29) GamepadButton30 GamepadButton = GamepadButton(ui.GamepadButton30) GamepadButton31 GamepadButton = GamepadButton(ui.GamepadButton31) GamepadButtonMax GamepadButton = GamepadButton31 )
GamepadButtons
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 TranslateGeo ¶
TranslateGeo is deprecated as of 1.2.0-alpha. Use Translate instead.
func (*GeoM) Add ¶
Add is deprecated as of 1.5.0-alpha. Note that this doesn't make sense as an operation for affine matrices.
func (*GeoM) Apply ¶ added in v1.6.0
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 muptiplying the matrix other and the matrix g in this order.
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.
Functions of Image never returns error as of 1.5.0-alpha, and error values are always nil.
func NewImage ¶
NewImage returns an empty image.
If width or height is less than 1 or more than MaxImageSize, NewImage panics.
Error returned by NewImage is always nil as of 1.5.0-alpha.
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 MaxImageSize, NewImageFromImage panics.
Error returned by NewImageFromImage is always nil as of 1.5.0-alpha.
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 color.Transparend if the image is disposed.
At can't be called before the main loop (ebiten.Run) starts (as of version 1.4.0-alpha).
func (*Image) Clear ¶
Clear resets the pixels of the image into 0.
When the image is disposed, Clear does nothing.
Clear always returns nil as of 1.5.0-alpha.
func (*Image) ColorModel ¶
ColorModel returns the color model of the image.
func (*Image) Dispose ¶ added in v1.2.0
Dispose disposes the image data. After disposing, most of image functions do nothing and returns meaningless values.
Dispose is useful to save memory.
When the image is disposed, Dipose does nothing.
Dipose always return nil as of 1.5.0-alpha.
func (*Image) DrawImage ¶
func (i *Image) DrawImage(img *Image, options *DrawImageOptions) error
DrawImage draws the given image on the image i.
DrawImage accepts the options. For details, see the document of DrawImageOptions.
DrawImage determinines the part to draw, then DrawImage applies the geometry matrix and the color matrix.
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 i is disposed, DrawImage does nothing.
When the given image is as same as i, DrawImage panics.
DrawImage works more efficiently as batches when the successive calls of DrawImages satisfies the below conditions:
- All render targets are same (A in A.DrawImage(B, op))
- All render sources are same (B in A.DrawImage(B, op))
- All ColorM values are same
- All CompositeMode values are same
For more performance tips, see https://github.com/hajimehoshi/ebiten/wiki/Performance-Tips.
DrawImage always returns nil as of 1.5.0-alpha.
func (*Image) Fill ¶
Fill fills the image with a solid color.
When the image is disposed, Fill does nothing.
Fill always returns nil as of 1.5.0-alpha.
func (*Image) ReplacePixels ¶ added in v1.2.0
ReplacePixels replaces the pixels of the image with p.
The given p must represent RGBA pre-multiplied alpha values. len(p) must equal to 4 * (image width) * (image height).
ReplacePixels may be slow (as for implementation, this calls glTexSubImage2D).
When len(p) is not appropriate, ReplacePixels panics.
When the image is disposed, ReplacePixels does nothing.
ReplacePixels always returns nil as of 1.5.0-alpha.
type ImageParts ¶ added in v1.1.0
type ImageParts interface { Len() int Dst(i int) (x0, y0, x1, y1 int) Src(i int) (x0, y0, x1, y1 int) }
An ImageParts is deprecated (as of 1.5.0-alpha): Use SourceRect instead.
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 ( Key0 Key = Key(ui.Key0) Key1 Key = Key(ui.Key1) Key2 Key = Key(ui.Key2) Key3 Key = Key(ui.Key3) Key4 Key = Key(ui.Key4) Key5 Key = Key(ui.Key5) Key6 Key = Key(ui.Key6) Key7 Key = Key(ui.Key7) Key8 Key = Key(ui.Key8) Key9 Key = Key(ui.Key9) 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) KeyAlt Key = Key(ui.KeyAlt) KeyApostrophe Key = Key(ui.KeyApostrophe) KeyBackslash Key = Key(ui.KeyBackslash) KeyBackspace Key = Key(ui.KeyBackspace) KeyCapsLock Key = Key(ui.KeyCapsLock) KeyComma Key = Key(ui.KeyComma) KeyControl Key = Key(ui.KeyControl) KeyDelete Key = Key(ui.KeyDelete) KeyDown Key = Key(ui.KeyDown) 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) KeyGraveAccent Key = Key(ui.KeyGraveAccent) KeyHome Key = Key(ui.KeyHome) KeyInsert Key = Key(ui.KeyInsert) KeyLeft Key = Key(ui.KeyLeft) KeyLeftBracket Key = Key(ui.KeyLeftBracket) KeyMinus Key = Key(ui.KeyMinus) KeyPageDown Key = Key(ui.KeyPageDown) KeyPageUp Key = Key(ui.KeyPageUp) KeyPeriod Key = Key(ui.KeyPeriod) KeyRight Key = Key(ui.KeyRight) KeyRightBracket Key = Key(ui.KeyRightBracket) KeySemicolon Key = Key(ui.KeySemicolon) KeyShift Key = Key(ui.KeyShift) KeySlash Key = Key(ui.KeySlash) KeySpace Key = Key(ui.KeySpace) KeyTab Key = Key(ui.KeyTab) KeyUp Key = Key(ui.KeyUp) KeyMax Key = KeyUp )
Keys
type MouseButton ¶
type MouseButton int
A MouseButton represents a mouse button.
const ( MouseButtonLeft MouseButton = MouseButton(ui.MouseButtonLeft) MouseButtonRight MouseButton = MouseButton(ui.MouseButtonRight) MouseButtonMiddle MouseButton = MouseButton(ui.MouseButtonMiddle) )
MouseButtons
Source Files ¶
Directories ¶
Path | Synopsis |
---|---|
Package audio provides audio players.
|
Package audio provides audio players. |
mp3
Package mp3 provides MP3 decoder.
|
Package mp3 provides MP3 decoder. |
vorbis
Package vorbis provides Ogg/Vorbis decoder.
|
Package vorbis provides Ogg/Vorbis decoder. |
wav
Package wav provides WAV (RIFF) decoder.
|
Package wav provides WAV (RIFF) decoder. |
Package ebitenutil provides utility functions for Ebiten.
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Package ebitenutil provides utility functions for Ebiten. |
examples
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clock
Package clock manages game timers.
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Package clock manages game timers. |
graphics
Package graphics represents a low layer for graphics using OpenGL.
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Package graphics represents a low layer for graphics using OpenGL. |
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. |
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. |