go generate ./... with Go 1.19 (#2228)

This commit is contained in:
mattn
2022-08-03 20:48:02 +09:00
committed by GitHub
parent 5bf1934a70
commit 3cd0daac67
50 changed files with 143 additions and 140 deletions

72
doc.go
View File

@@ -16,45 +16,45 @@
//
// You can start the game by calling the function RunGame.
//
// // Game implements ebiten.Game interface.
// type Game struct{}
// // 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
// }
// // 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.
// }
// // 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
// }
// // 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)
// }
// }
// func main() {
// game := &Game{}
// // Specify the window size as you like. Here, a doubled size is specified.
// ebiten.SetWindowSize(640, 480)
// ebiten.SetWindowTitle("Your game's title")
// // Call ebiten.RunGame to start your game loop.
// if err := ebiten.RunGame(game); err != nil {
// log.Fatal(err)
// }
// }
//
// In the API document, 'the main thread' means the goroutine in init(), main() and their callees without 'go'
// statement. It is assured that 'the main thread' runs on the OS main thread. There are some Ebitengine functions (e.g.,
// DeviceScaleFactor) that must be called on the main thread under some conditions (typically, before ebiten.RunGame
// is called).
//
// Environment variables
// # Environment variables
//
// `EBITENGINE_SCREENSHOT_KEY` environment variable specifies the key
// to take a screenshot. For example, if you run your game with
@@ -70,18 +70,18 @@
// This environment variable can also be set programmatically through os.Setenv before RunGame is called.
// This can take one of the following value:
//
// "auto": Ebitengine chooses the graphics library automatically. This is the default value.
// "opengl": OpenGL, OpenGL ES, or WebGL.
// "directx": DirectX. This works only on Windows.
// "metal": Metal. This works only on macOS or iOS.
// "auto": Ebitengine chooses the graphics library automatically. This is the default value.
// "opengl": OpenGL, OpenGL ES, or WebGL.
// "directx": DirectX. This works only on Windows.
// "metal": Metal. This works only on macOS or iOS.
//
// `EBITENGINE_DIRECTX` environment variable specifies various parameters for DirectX.
// You can specify multiple values separated by a comma. The default value is empty (i.e. no parameters).
//
// "warp": Use WARP (i.e. software rendering).
// "debug": Use a debug layer.
// "warp": Use WARP (i.e. software rendering).
// "debug": Use a debug layer.
//
// Build tags
// # Build tags
//
// `ebitenginedebug` outputs a log of graphics commands. This is useful to know what happens in Ebitengine. In general, the
// number of graphics commands affects the performance of your game.