vendor dependencies, make some changes to how input is done
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// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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// Filter represents the type of texture filter to be used when an image is magnified or minified.
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type Filter int
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const (
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// FilterNearest represents nearest (crisp-edged) filter
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FilterNearest Filter = Filter(builtinshader.FilterNearest)
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// FilterLinear represents linear filter
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FilterLinear Filter = Filter(builtinshader.FilterLinear)
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)
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// GraphicsLibrary represents graphics libraries supported by the engine.
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type GraphicsLibrary int
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const (
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// GraphicsLibraryAuto represents the automatic choose of graphics library by Ebitengine.
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GraphicsLibraryAuto GraphicsLibrary = GraphicsLibrary(ui.GraphicsLibraryAuto)
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// GraphicsLibraryUnknown represents the state at which graphics library cannot be determined,
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// e.g. hasn't loaded yet or failed to initialize.
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GraphicsLibraryUnknown GraphicsLibrary = GraphicsLibrary(ui.GraphicsLibraryUnknown)
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// GraphicsLibraryOpenGL represents the graphics library OpenGL.
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GraphicsLibraryOpenGL GraphicsLibrary = GraphicsLibrary(ui.GraphicsLibraryOpenGL)
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// GraphicsLibraryDirectX represents the graphics library Microsoft DirectX.
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GraphicsLibraryDirectX GraphicsLibrary = GraphicsLibrary(ui.GraphicsLibraryDirectX)
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// GraphicsLibraryMetal represents the graphics library Apple's Metal.
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GraphicsLibraryMetal GraphicsLibrary = GraphicsLibrary(ui.GraphicsLibraryMetal)
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// GraphicsLibraryMetal represents the graphics library PlayStation 5.
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GraphicsLibraryPlayStation5 GraphicsLibrary = GraphicsLibrary(ui.GraphicsLibraryPlayStation5)
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)
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// String returns a string representing the graphics library.
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func (g GraphicsLibrary) String() string {
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return ui.GraphicsLibrary(g).String()
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}
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// Ensures GraphicsLibraryAuto is zero (the default value for RunOptions).
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var _ [GraphicsLibraryAuto]int = [0]int{}
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// DebugInfo is a struct to store debug info about the graphics.
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type DebugInfo struct {
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// GraphicsLibrary represents the graphics library currently in use.
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GraphicsLibrary GraphicsLibrary
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}
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// ReadDebugInfo writes debug info (e.g. current graphics library) into a provided struct.
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func ReadDebugInfo(d *DebugInfo) {
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d.GraphicsLibrary = GraphicsLibrary(ui.Get().GraphicsLibrary())
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}
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