render

package
v0.0.0-...-50c553c Latest Latest
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Published: Apr 10, 2021 License: MIT Imports: 15 Imported by: 0

Documentation

Index

Constants

This section is empty.

Variables

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var ApproachCircle *texture.TextureRegion
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var ApproachCircle2x int32

贴图 2x 倍数

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var Camera *bmath.Camera
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var CircleOverlay *texture.TextureRegion
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var CursorTrail *texture.TextureSingle
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var DefaultNumber2x int32
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var HitCircleOverlap int64

圈内数字的偏移

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var SkinVersion float64

皮肤版本

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var SliderGradient *texture.TextureSingle
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var SliderReverse *texture.TextureRegion
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var SliderReverse2x int32
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var SpinnerApproachCircle *texture.TextureRegion
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var SpinnerBackground *texture.TextureRegion
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var SpinnerBottom *texture.TextureRegion
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var SpinnerBottom2x int32
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var SpinnerCircle *texture.TextureRegion
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var SpinnerCircle2x int32
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var SpinnerClear *texture.TextureRegion
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var SpinnerMiddle *texture.TextureRegion
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var SpinnerMiddle2x int32
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var SpinnerTop2x int32

Functions

func BeginCursorRender

func BeginCursorRender()

func EndCursorRender

func EndCursorRender()

func LoadSkinConfiguration

func LoadSkinConfiguration()

读取皮肤配置

func LoadTextures

func LoadTextures()

func SetupSlider

func SetupSlider()

Types

type Cursor

type Cursor struct {
	Points []bmath.Vector2d

	Position bmath.Vector2d
	LastPos  bmath.Vector2d
	VaoPos   bmath.Vector2d
	RendPos  bmath.Vector2d
	// contains filtered or unexported fields
}

func NewCursor

func NewCursor() *Cursor

func (*Cursor) Draw

func (cursor *Cursor) Draw(scale float64, batch *SpriteBatch, color mgl32.Vec4)

func (*Cursor) DrawM

func (cursor *Cursor) DrawM(scale float64, batch *SpriteBatch, color mgl32.Vec4, color2 mgl32.Vec4)

func (*Cursor) SetPos

func (cr *Cursor) SetPos(pt bmath.Vector2d)

/////////////////////////////////////////////////////////////////////////////////////////////////// 设置光标位置

func (*Cursor) SetScreenPos

func (cr *Cursor) SetScreenPos(pt bmath.Vector2d)

func (*Cursor) Update

func (cr *Cursor) Update(tim float64)

func (*Cursor) UpdateRenderer

func (cursor *Cursor) UpdateRenderer()

type FxBatch

type FxBatch struct {
	// contains filtered or unexported fields
}

func NewFxBatch

func NewFxBatch() *FxBatch

func (*FxBatch) Begin

func (batch *FxBatch) Begin()

func (*FxBatch) CreateVao

func (batch *FxBatch) CreateVao(length int) *glhf.VertexSlice

func (*FxBatch) End

func (batch *FxBatch) End()

func (*FxBatch) ResetTransform

func (batch *FxBatch) ResetTransform()

func (*FxBatch) SetColor

func (batch *FxBatch) SetColor(r, g, b, a float64)

func (*FxBatch) SetColorM

func (batch *FxBatch) SetColorM(color mgl32.Vec4)

func (*FxBatch) SetTransform

func (batch *FxBatch) SetTransform(dz mgl32.Mat4)

type SliderRenderer

type SliderRenderer struct{}

func NewSliderRenderer

func NewSliderRenderer() *SliderRenderer

func (*SliderRenderer) Begin

func (sr *SliderRenderer) Begin()

func (*SliderRenderer) EndAndRender

func (sr *SliderRenderer) EndAndRender()

func (*SliderRenderer) GetShape

func (self *SliderRenderer) GetShape(curve []bmath.Vector2d) ([]float32, int)

func (*SliderRenderer) SetCamera

func (self *SliderRenderer) SetCamera(camera mgl32.Mat4)

func (*SliderRenderer) SetColor

func (sr *SliderRenderer) SetColor(color mgl32.Vec4, prev mgl32.Vec4)

func (*SliderRenderer) SetScale

func (sr *SliderRenderer) SetScale(scale float64)

func (*SliderRenderer) UploadMesh

func (self *SliderRenderer) UploadMesh(mesh []float32) *glhf.VertexSlice

type SpriteBatch

type SpriteBatch struct {
	Projection mgl32.Mat4
	// contains filtered or unexported fields
}

func NewSpriteBatch

func NewSpriteBatch() *SpriteBatch

func (*SpriteBatch) Begin

func (batch *SpriteBatch) Begin()

func (*SpriteBatch) DrawStObject

func (batch *SpriteBatch) DrawStObject(position, origin, scale bmath.Vector2d, flip bmath.Vector2d, rotation float64, color mgl32.Vec4, additive bool, texture texture.TextureRegion, storyboard bool)

func (*SpriteBatch) DrawTexture

func (batch *SpriteBatch) DrawTexture(texture texture.TextureRegion)

func (*SpriteBatch) DrawUnit

func (batch *SpriteBatch) DrawUnit(texture texture.TextureRegion)

func (*SpriteBatch) DrawUnitC

func (batch *SpriteBatch) DrawUnitC(texture texture.TextureRegion)

func (*SpriteBatch) DrawUnitFix

func (batch *SpriteBatch) DrawUnitFix(texture texture.TextureRegion, fixwidth float64, fixheight float64)

func (*SpriteBatch) DrawUnitN

func (batch *SpriteBatch) DrawUnitN(texture texture.TextureRegion, position bmath.Vector2d)

func (*SpriteBatch) DrawUnitS

func (batch *SpriteBatch) DrawUnitS(texture texture.TextureRegion, scaleS bmath.Vector2d)

func (*SpriteBatch) DrawUnitSR

func (batch *SpriteBatch) DrawUnitSR(texture texture.TextureRegion, scaleS bmath.Vector2d, rotation float64)

func (*SpriteBatch) DrawUnitSep

func (batch *SpriteBatch) DrawUnitSep(vec00, vec10, vec11, vec01 bmath.Vector2d, color mgl32.Vec4, texture texture.TextureRegion)

func (*SpriteBatch) DrawUnscaled

func (batch *SpriteBatch) DrawUnscaled(texture texture.TextureRegion)

func (*SpriteBatch) End

func (batch *SpriteBatch) End()

func (*SpriteBatch) Flush

func (batch *SpriteBatch) Flush()

func (*SpriteBatch) ResetTransform

func (batch *SpriteBatch) ResetTransform()

func (*SpriteBatch) SetAdditive

func (batch *SpriteBatch) SetAdditive(additive bool)

func (*SpriteBatch) SetCamera

func (batch *SpriteBatch) SetCamera(camera mgl32.Mat4)

func (*SpriteBatch) SetColor

func (batch *SpriteBatch) SetColor(r, g, b, a float64)

func (*SpriteBatch) SetColorM

func (batch *SpriteBatch) SetColorM(color mgl32.Vec4)

func (*SpriteBatch) SetNumberScale

func (batch *SpriteBatch) SetNumberScale(scaleX, scaleY float64)

func (*SpriteBatch) SetRotation

func (batch *SpriteBatch) SetRotation(rad float64)

func (*SpriteBatch) SetScale

func (batch *SpriteBatch) SetScale(scaleX, scaleY float64)

func (*SpriteBatch) SetSubScale

func (batch *SpriteBatch) SetSubScale(scaleX, scaleY float64)

func (*SpriteBatch) SetTranslation

func (batch *SpriteBatch) SetTranslation(vec bmath.Vector2d)

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