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faiface/pixel
pixelgl/canvas.go
MakeTriangles
func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles { return &canvasTriangles{ GLTriangles: NewGLTriangles(c.shader.s, t), dst: c, } }
go
func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles { return &canvasTriangles{ GLTriangles: NewGLTriangles(c.shader.s, t), dst: c, } }
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// MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas. // // TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/canvas.go#L63-L68
train
faiface/pixel
pixelgl/canvas.go
MakePicture
func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture { if cp, ok := p.(*canvasPicture); ok { return &canvasPicture{ GLPicture: cp.GLPicture, dst: c, } } if gp, ok := p.(GLPicture); ok { return &canvasPicture{ GLPicture: gp, dst: c, } } return &canvasPicture{ GLPicture: NewGLPicture(p), dst: c, } }
go
func (c *Canvas) MakePicture(p pixel.Picture) pixel.TargetPicture { if cp, ok := p.(*canvasPicture); ok { return &canvasPicture{ GLPicture: cp.GLPicture, dst: c, } } if gp, ok := p.(GLPicture); ok { return &canvasPicture{ GLPicture: gp, dst: c, } } return &canvasPicture{ GLPicture: NewGLPicture(p), dst: c, } }
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// MakePicture create a specialized copy of the supplied Picture that draws onto this Canvas. // // PictureColor is supported.
[ "MakePicture", "create", "a", "specialized", "copy", "of", "the", "supplied", "Picture", "that", "draws", "onto", "this", "Canvas", ".", "PictureColor", "is", "supported", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/canvas.go#L73-L90
train
faiface/pixel
pixelgl/canvas.go
SetColorMask
func (c *Canvas) SetColorMask(col color.Color) { rgba := pixel.Alpha(1) if col != nil { rgba = pixel.ToRGBA(col) } c.col = mgl32.Vec4{ float32(rgba.R), float32(rgba.G), float32(rgba.B), float32(rgba.A), } }
go
func (c *Canvas) SetColorMask(col color.Color) { rgba := pixel.Alpha(1) if col != nil { rgba = pixel.ToRGBA(col) } c.col = mgl32.Vec4{ float32(rgba.R), float32(rgba.G), float32(rgba.B), float32(rgba.A), } }
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// SetColorMask sets a color that every color in triangles or a picture will be multiplied by.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/canvas.go#L105-L116
train
faiface/pixel
pixelgl/canvas.go
SetBounds
func (c *Canvas) SetBounds(bounds pixel.Rect) { c.gf.SetBounds(bounds) if c.sprite == nil { c.sprite = pixel.NewSprite(nil, pixel.Rect{}) } c.sprite.Set(c, c.Bounds()) //c.sprite.SetMatrix(pixel.IM.Moved(c.Bounds().Center())) }
go
func (c *Canvas) SetBounds(bounds pixel.Rect) { c.gf.SetBounds(bounds) if c.sprite == nil { c.sprite = pixel.NewSprite(nil, pixel.Rect{}) } c.sprite.Set(c, c.Bounds()) //c.sprite.SetMatrix(pixel.IM.Moved(c.Bounds().Center())) }
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// SetBounds resizes the Canvas to the new bounds. Old content will be preserved.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/canvas.go#L125-L132
train
faiface/pixel
pixelgl/canvas.go
Clear
func (c *Canvas) Clear(color color.Color) { c.gf.Dirty() rgba := pixel.ToRGBA(color) // color masking rgba = rgba.Mul(pixel.RGBA{ R: float64(c.col[0]), G: float64(c.col[1]), B: float64(c.col[2]), A: float64(c.col[3]), }) mainthread.CallNonBlock(func() { c.setGlhfBounds() c.gf.Frame().Begin() glhf.Clear( float32(rgba.R), float32(rgba.G), float32(rgba.B), float32(rgba.A), ) c.gf.Frame().End() }) }
go
func (c *Canvas) Clear(color color.Color) { c.gf.Dirty() rgba := pixel.ToRGBA(color) // color masking rgba = rgba.Mul(pixel.RGBA{ R: float64(c.col[0]), G: float64(c.col[1]), B: float64(c.col[2]), A: float64(c.col[3]), }) mainthread.CallNonBlock(func() { c.setGlhfBounds() c.gf.Frame().Begin() glhf.Clear( float32(rgba.R), float32(rgba.G), float32(rgba.B), float32(rgba.A), ) c.gf.Frame().End() }) }
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// Clear fills the whole Canvas with a single color.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/canvas.go#L188-L212
train
faiface/pixel
pixelgl/canvas.go
Color
func (c *Canvas) Color(at pixel.Vec) pixel.RGBA { return c.gf.Color(at) }
go
func (c *Canvas) Color(at pixel.Vec) pixel.RGBA { return c.gf.Color(at) }
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// Color returns the color of the pixel over the given position inside the Canvas.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/canvas.go#L215-L217
train
faiface/pixel
pixelgl/canvas.go
Pixels
func (c *Canvas) Pixels() []uint8 { var pixels []uint8 mainthread.Call(func() { tex := c.Texture() tex.Begin() pixels = tex.Pixels(0, 0, tex.Width(), tex.Height()) tex.End() }) return pixels }
go
func (c *Canvas) Pixels() []uint8 { var pixels []uint8 mainthread.Call(func() { tex := c.Texture() tex.Begin() pixels = tex.Pixels(0, 0, tex.Width(), tex.Height()) tex.End() }) return pixels }
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// Pixels returns an alpha-premultiplied RGBA sequence of the content of the Canvas.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/canvas.go#L245-L256
train
faiface/pixel
pixelgl/canvas.go
Draw
func (c *Canvas) Draw(t pixel.Target, matrix pixel.Matrix) { c.sprite.Draw(t, matrix) }
go
func (c *Canvas) Draw(t pixel.Target, matrix pixel.Matrix) { c.sprite.Draw(t, matrix) }
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// Draw draws the content of the Canvas onto another Target, transformed by the given Matrix, just // like if it was a Sprite containing the whole Canvas.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/canvas.go#L260-L262
train
faiface/pixel
pixelgl/canvas.go
DrawColorMask
func (c *Canvas) DrawColorMask(t pixel.Target, matrix pixel.Matrix, mask color.Color) { c.sprite.DrawColorMask(t, matrix, mask) }
go
func (c *Canvas) DrawColorMask(t pixel.Target, matrix pixel.Matrix, mask color.Color) { c.sprite.DrawColorMask(t, matrix, mask) }
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// DrawColorMask draws the content of the Canvas onto another Target, transformed by the given // Matrix and multiplied by the given mask, just like if it was a Sprite containing the whole Canvas. // // If the color mask is nil, a fully opaque white mask will be used causing no effect.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/canvas.go#L268-L270
train
faiface/pixel
pixelgl/joystick.go
JoystickPresent
func (w *Window) JoystickPresent(js Joystick) bool { return w.currJoy.connected[js] }
go
func (w *Window) JoystickPresent(js Joystick) bool { return w.currJoy.connected[js] }
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// JoystickPresent returns if the joystick is currently connected. // // This API is experimental.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/joystick.go#L35-L37
train
faiface/pixel
pixelgl/joystick.go
JoystickName
func (w *Window) JoystickName(js Joystick) string { return w.currJoy.name[js] }
go
func (w *Window) JoystickName(js Joystick) string { return w.currJoy.name[js] }
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// JoystickName returns the name of the joystick. A disconnected joystick will return an // empty string. // // This API is experimental.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/joystick.go#L43-L45
train
faiface/pixel
pixelgl/joystick.go
JoystickButtonCount
func (w *Window) JoystickButtonCount(js Joystick) int { return len(w.currJoy.buttons[js]) }
go
func (w *Window) JoystickButtonCount(js Joystick) int { return len(w.currJoy.buttons[js]) }
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// JoystickButtonCount returns the number of buttons a connected joystick has. // // This API is experimental.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/joystick.go#L50-L52
train
faiface/pixel
pixelgl/joystick.go
JoystickAxisCount
func (w *Window) JoystickAxisCount(js Joystick) int { return len(w.currJoy.axis[js]) }
go
func (w *Window) JoystickAxisCount(js Joystick) int { return len(w.currJoy.axis[js]) }
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// JoystickAxisCount returns the number of axes a connected joystick has. // // This API is experimental.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/joystick.go#L57-L59
train
faiface/pixel
pixelgl/joystick.go
JoystickPressed
func (w *Window) JoystickPressed(js Joystick, button int) bool { return w.currJoy.getButton(js, button) }
go
func (w *Window) JoystickPressed(js Joystick, button int) bool { return w.currJoy.getButton(js, button) }
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// JoystickPressed returns whether the joystick Button is currently pressed down. // If the button index is out of range, this will return false. // // This API is experimental.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/joystick.go#L65-L67
train
faiface/pixel
pixelgl/joystick.go
JoystickJustPressed
func (w *Window) JoystickJustPressed(js Joystick, button int) bool { return w.currJoy.getButton(js, button) && !w.prevJoy.getButton(js, button) }
go
func (w *Window) JoystickJustPressed(js Joystick, button int) bool { return w.currJoy.getButton(js, button) && !w.prevJoy.getButton(js, button) }
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// JoystickJustPressed returns whether the joystick Button has just been pressed down. // If the button index is out of range, this will return false. // // This API is experimental.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/joystick.go#L73-L75
train
faiface/pixel
pixelgl/joystick.go
JoystickAxis
func (w *Window) JoystickAxis(js Joystick, axis int) float64 { return w.currJoy.getAxis(js, axis) }
go
func (w *Window) JoystickAxis(js Joystick, axis int) float64 { return w.currJoy.getAxis(js, axis) }
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// JoystickAxis returns the value of a joystick axis at the last call to Window.Update. // If the axis index is out of range, this will return 0. // // This API is experimental.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/joystick.go#L89-L91
train
faiface/pixel
pixelgl/joystick.go
updateJoystickInput
func (w *Window) updateJoystickInput() { for js := Joystick1; js <= JoystickLast; js++ { // Determine and store if the joystick was connected joystickPresent := glfw.JoystickPresent(glfw.Joystick(js)) w.tempJoy.connected[js] = joystickPresent if joystickPresent { w.tempJoy.buttons[js] = glfw.GetJoystickButtons(glfw.Joystick(js)) w.tempJoy.axis[js] = glfw.GetJoystickAxes(glfw.Joystick(js)) if !w.currJoy.connected[js] { // The joystick was recently connected, we get the name w.tempJoy.name[js] = glfw.GetJoystickName(glfw.Joystick(js)) } else { // Use the name from the previous one w.tempJoy.name[js] = w.currJoy.name[js] } } else { w.tempJoy.buttons[js] = []byte{} w.tempJoy.axis[js] = []float32{} w.tempJoy.name[js] = "" } } w.prevJoy = w.currJoy w.currJoy = w.tempJoy }
go
func (w *Window) updateJoystickInput() { for js := Joystick1; js <= JoystickLast; js++ { // Determine and store if the joystick was connected joystickPresent := glfw.JoystickPresent(glfw.Joystick(js)) w.tempJoy.connected[js] = joystickPresent if joystickPresent { w.tempJoy.buttons[js] = glfw.GetJoystickButtons(glfw.Joystick(js)) w.tempJoy.axis[js] = glfw.GetJoystickAxes(glfw.Joystick(js)) if !w.currJoy.connected[js] { // The joystick was recently connected, we get the name w.tempJoy.name[js] = glfw.GetJoystickName(glfw.Joystick(js)) } else { // Use the name from the previous one w.tempJoy.name[js] = w.currJoy.name[js] } } else { w.tempJoy.buttons[js] = []byte{} w.tempJoy.axis[js] = []float32{} w.tempJoy.name[js] = "" } } w.prevJoy = w.currJoy w.currJoy = w.tempJoy }
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// Used internally during Window.UpdateInput to update the state of the joysticks.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/joystick.go#L94-L120
train
faiface/pixel
pixelgl/joystick.go
getButton
func (js *joystickState) getButton(joystick Joystick, button int) bool { // Check that the joystick and button is valid, return false by default if js.buttons[joystick] == nil || button >= len(js.buttons[joystick]) || button < 0 { return false } return js.buttons[joystick][byte(button)] == 1 }
go
func (js *joystickState) getButton(joystick Joystick, button int) bool { // Check that the joystick and button is valid, return false by default if js.buttons[joystick] == nil || button >= len(js.buttons[joystick]) || button < 0 { return false } return js.buttons[joystick][byte(button)] == 1 }
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// Returns if a button on a joystick is down, returning false if the button or joystick is invalid.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/joystick.go#L130-L136
train
faiface/pixel
pixelgl/joystick.go
getAxis
func (js *joystickState) getAxis(joystick Joystick, axis int) float64 { // Check that the joystick and axis is valid, return 0 by default. if js.axis[joystick] == nil || axis >= len(js.axis[joystick]) || axis < 0 { return 0 } return float64(js.axis[joystick][axis]) }
go
func (js *joystickState) getAxis(joystick Joystick, axis int) float64 { // Check that the joystick and axis is valid, return 0 by default. if js.axis[joystick] == nil || axis >= len(js.axis[joystick]) || axis < 0 { return 0 } return float64(js.axis[joystick][axis]) }
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// Returns the value of a joystick axis, returning 0 if the button or joystick is invalid.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/joystick.go#L139-L145
train
faiface/pixel
sprite.go
NewSprite
func NewSprite(pic Picture, frame Rect) *Sprite { tri := MakeTrianglesData(6) s := &Sprite{ tri: tri, d: Drawer{Triangles: tri}, } s.matrix = IM s.mask = Alpha(1) s.Set(pic, frame) return s }
go
func NewSprite(pic Picture, frame Rect) *Sprite { tri := MakeTrianglesData(6) s := &Sprite{ tri: tri, d: Drawer{Triangles: tri}, } s.matrix = IM s.mask = Alpha(1) s.Set(pic, frame) return s }
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// NewSprite creates a Sprite from the supplied frame of a Picture.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/sprite.go#L26-L36
train
faiface/pixel
sprite.go
Set
func (s *Sprite) Set(pic Picture, frame Rect) { s.d.Picture = pic if frame != s.frame { s.frame = frame s.calcData() } }
go
func (s *Sprite) Set(pic Picture, frame Rect) { s.d.Picture = pic if frame != s.frame { s.frame = frame s.calcData() } }
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// Set sets a new frame of a Picture for this Sprite.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/sprite.go#L39-L45
train
faiface/pixel
sprite.go
Draw
func (s *Sprite) Draw(t Target, matrix Matrix) { s.DrawColorMask(t, matrix, nil) }
go
func (s *Sprite) Draw(t Target, matrix Matrix) { s.DrawColorMask(t, matrix, nil) }
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// Draw draws the Sprite onto the provided Target. The Sprite will be transformed by the given Matrix. // // This method is equivalent to calling DrawColorMask with nil color mask.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/sprite.go#L60-L62
train
faiface/pixel
sprite.go
DrawColorMask
func (s *Sprite) DrawColorMask(t Target, matrix Matrix, mask color.Color) { dirty := false if matrix != s.matrix { s.matrix = matrix dirty = true } if mask == nil { mask = Alpha(1) } rgba := ToRGBA(mask) if rgba != s.mask { s.mask = rgba dirty = true } if dirty { s.calcData() } s.d.Draw(t) }
go
func (s *Sprite) DrawColorMask(t Target, matrix Matrix, mask color.Color) { dirty := false if matrix != s.matrix { s.matrix = matrix dirty = true } if mask == nil { mask = Alpha(1) } rgba := ToRGBA(mask) if rgba != s.mask { s.mask = rgba dirty = true } if dirty { s.calcData() } s.d.Draw(t) }
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// DrawColorMask draws the Sprite onto the provided Target. The Sprite will be transformed by the // given Matrix and all of it's color will be multiplied by the given mask. // // If the mask is nil, a fully opaque white mask will be used, which causes no effect.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/sprite.go#L68-L88
train
faiface/pixel
compose.go
Compose
func (cm ComposeMethod) Compose(a, b RGBA) RGBA { var fa, fb float64 switch cm { case ComposeOver: fa, fb = 1, 1-a.A case ComposeIn: fa, fb = b.A, 0 case ComposeOut: fa, fb = 1-b.A, 0 case ComposeAtop: fa, fb = b.A, 1-a.A case ComposeRover: fa, fb = 1-b.A, 1 case ComposeRin: fa, fb = 0, a.A case ComposeRout: fa, fb = 0, 1-a.A case ComposeRatop: fa, fb = 1-b.A, a.A case ComposeXor: fa, fb = 1-b.A, 1-a.A case ComposePlus: fa, fb = 1, 1 case ComposeCopy: fa, fb = 1, 0 default: panic(errors.New("Compose: invalid ComposeMethod")) } return a.Mul(Alpha(fa)).Add(b.Mul(Alpha(fb))) }
go
func (cm ComposeMethod) Compose(a, b RGBA) RGBA { var fa, fb float64 switch cm { case ComposeOver: fa, fb = 1, 1-a.A case ComposeIn: fa, fb = b.A, 0 case ComposeOut: fa, fb = 1-b.A, 0 case ComposeAtop: fa, fb = b.A, 1-a.A case ComposeRover: fa, fb = 1-b.A, 1 case ComposeRin: fa, fb = 0, a.A case ComposeRout: fa, fb = 0, 1-a.A case ComposeRatop: fa, fb = 1-b.A, a.A case ComposeXor: fa, fb = 1-b.A, 1-a.A case ComposePlus: fa, fb = 1, 1 case ComposeCopy: fa, fb = 1, 0 default: panic(errors.New("Compose: invalid ComposeMethod")) } return a.Mul(Alpha(fa)).Add(b.Mul(Alpha(fb))) }
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// Compose composes two colors together according to the ComposeMethod. A is the foreground, B is // the background.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/compose.go#L34-L65
train
faiface/pixel
batch.go
NewBatch
func NewBatch(container Triangles, pic Picture) *Batch { b := &Batch{cont: Drawer{Triangles: container, Picture: pic}} b.SetMatrix(IM) b.SetColorMask(Alpha(1)) return b }
go
func NewBatch(container Triangles, pic Picture) *Batch { b := &Batch{cont: Drawer{Triangles: container, Picture: pic}} b.SetMatrix(IM) b.SetColorMask(Alpha(1)) return b }
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// NewBatch creates an empty Batch with the specified Picture and container. // // The container is where objects get accumulated. Batch will support precisely those Triangles // properties, that the supplied container supports. If you retain access to the container and // change it, call Dirty to notify Batch about the change. // // Note, that if the container does not support TrianglesColor, color masking will not work.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/batch.go#L28-L33
train
faiface/pixel
batch.go
Clear
func (b *Batch) Clear() { b.cont.Triangles.SetLen(0) b.cont.Dirty() }
go
func (b *Batch) Clear() { b.cont.Triangles.SetLen(0) b.cont.Dirty() }
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// Clear removes all objects from the Batch.
[ "Clear", "removes", "all", "objects", "from", "the", "Batch", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/batch.go#L47-L50
train
faiface/pixel
batch.go
SetColorMask
func (b *Batch) SetColorMask(c color.Color) { if c == nil { b.col = Alpha(1) return } b.col = ToRGBA(c) }
go
func (b *Batch) SetColorMask(c color.Color) { if c == nil { b.col = Alpha(1) return } b.col = ToRGBA(c) }
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// SetColorMask sets a mask color used in the following draws onto the Batch.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/batch.go#L63-L69
train
faiface/pixel
batch.go
MakeTriangles
func (b *Batch) MakeTriangles(t Triangles) TargetTriangles { bt := &batchTriangles{ tri: t.Copy(), tmp: MakeTrianglesData(t.Len()), dst: b, } return bt }
go
func (b *Batch) MakeTriangles(t Triangles) TargetTriangles { bt := &batchTriangles{ tri: t.Copy(), tmp: MakeTrianglesData(t.Len()), dst: b, } return bt }
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// MakeTriangles returns a specialized copy of the provided Triangles that draws onto this Batch.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/batch.go#L72-L79
train
faiface/pixel
batch.go
MakePicture
func (b *Batch) MakePicture(p Picture) TargetPicture { if p != b.cont.Picture { panic(fmt.Errorf("(%T).MakePicture: Picture is not the Batch's Picture", b)) } bp := &batchPicture{ pic: p, dst: b, } return bp }
go
func (b *Batch) MakePicture(p Picture) TargetPicture { if p != b.cont.Picture { panic(fmt.Errorf("(%T).MakePicture: Picture is not the Batch's Picture", b)) } bp := &batchPicture{ pic: p, dst: b, } return bp }
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// MakePicture returns a specialized copy of the provided Picture that draws onto this Batch.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/batch.go#L82-L91
train
faiface/pixel
drawer.go
Dirty
func (d *Drawer) Dirty() { d.lazyInit() for _, t := range d.targets { t.clean = false } }
go
func (d *Drawer) Dirty() { d.lazyInit() for _, t := range d.targets { t.clean = false } }
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// Dirty marks the Triangles of this Drawer as changed. If not called, changes will not be visible // when drawing.
[ "Dirty", "marks", "the", "Triangles", "of", "this", "Drawer", "as", "changed", ".", "If", "not", "called", "changes", "will", "not", "be", "visible", "when", "drawing", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/drawer.go#L46-L52
train
faiface/pixel
drawer.go
Draw
func (d *Drawer) Draw(t Target) { d.lazyInit() if d.Triangles == nil { return } dt := d.targets[t] if dt == nil { dt = &drawerTarget{ pics: make(map[Picture]TargetPicture), } d.targets[t] = dt } if dt.tris == nil { dt.tris = t.MakeTriangles(d.Triangles) dt.clean = true } if !dt.clean { dt.tris.SetLen(d.Triangles.Len()) dt.tris.Update(d.Triangles) dt.clean = true } if d.Picture == nil { dt.tris.Draw() return } pic := dt.pics[d.Picture] if pic == nil { pic = t.MakePicture(d.Picture) dt.pics[d.Picture] = pic } pic.Draw(dt.tris) }
go
func (d *Drawer) Draw(t Target) { d.lazyInit() if d.Triangles == nil { return } dt := d.targets[t] if dt == nil { dt = &drawerTarget{ pics: make(map[Picture]TargetPicture), } d.targets[t] = dt } if dt.tris == nil { dt.tris = t.MakeTriangles(d.Triangles) dt.clean = true } if !dt.clean { dt.tris.SetLen(d.Triangles.Len()) dt.tris.Update(d.Triangles) dt.clean = true } if d.Picture == nil { dt.tris.Draw() return } pic := dt.pics[d.Picture] if pic == nil { pic = t.MakePicture(d.Picture) dt.pics[d.Picture] = pic } pic.Draw(dt.tris) }
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// Draw efficiently draws Triangles with Picture onto the provided Target. // // If Triangles is nil, nothing will be drawn. If Picture is nil, Triangles will be drawn without a // Picture.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/drawer.go#L58-L96
train
faiface/pixel
pixelgl/glframe.go
NewGLFrame
func NewGLFrame(bounds pixel.Rect) *GLFrame { gf := new(GLFrame) gf.SetBounds(bounds) return gf }
go
func NewGLFrame(bounds pixel.Rect) *GLFrame { gf := new(GLFrame) gf.SetBounds(bounds) return gf }
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// NewGLFrame creates a new GLFrame with the given bounds.
[ "NewGLFrame", "creates", "a", "new", "GLFrame", "with", "the", "given", "bounds", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/glframe.go#L19-L23
train
faiface/pixel
pixelgl/glframe.go
SetBounds
func (gf *GLFrame) SetBounds(bounds pixel.Rect) { if bounds == gf.Bounds() { return } mainthread.Call(func() { oldF := gf.frame _, _, w, h := intBounds(bounds) if w <= 0 { w = 1 } if h <= 0 { h = 1 } gf.frame = glhf.NewFrame(w, h, false) // preserve old content if oldF != nil { ox, oy, ow, oh := intBounds(bounds) oldF.Blit( gf.frame, ox, oy, ox+ow, oy+oh, ox, oy, ox+ow, oy+oh, ) } }) gf.bounds = bounds gf.pixels = nil gf.dirty = true }
go
func (gf *GLFrame) SetBounds(bounds pixel.Rect) { if bounds == gf.Bounds() { return } mainthread.Call(func() { oldF := gf.frame _, _, w, h := intBounds(bounds) if w <= 0 { w = 1 } if h <= 0 { h = 1 } gf.frame = glhf.NewFrame(w, h, false) // preserve old content if oldF != nil { ox, oy, ow, oh := intBounds(bounds) oldF.Blit( gf.frame, ox, oy, ox+ow, oy+oh, ox, oy, ox+ow, oy+oh, ) } }) gf.bounds = bounds gf.pixels = nil gf.dirty = true }
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// SetBounds resizes the GLFrame to the new bounds.
[ "SetBounds", "resizes", "the", "GLFrame", "to", "the", "new", "bounds", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/glframe.go#L26-L57
train
faiface/pixel
pixelgl/glframe.go
Color
func (gf *GLFrame) Color(at pixel.Vec) pixel.RGBA { if gf.dirty { mainthread.Call(func() { tex := gf.frame.Texture() tex.Begin() gf.pixels = tex.Pixels(0, 0, tex.Width(), tex.Height()) tex.End() }) gf.dirty = false } if !gf.bounds.Contains(at) { return pixel.Alpha(0) } bx, by, bw, _ := intBounds(gf.bounds) x, y := int(at.X)-bx, int(at.Y)-by off := y*bw + x return pixel.RGBA{ R: float64(gf.pixels[off*4+0]) / 255, G: float64(gf.pixels[off*4+1]) / 255, B: float64(gf.pixels[off*4+2]) / 255, A: float64(gf.pixels[off*4+3]) / 255, } }
go
func (gf *GLFrame) Color(at pixel.Vec) pixel.RGBA { if gf.dirty { mainthread.Call(func() { tex := gf.frame.Texture() tex.Begin() gf.pixels = tex.Pixels(0, 0, tex.Width(), tex.Height()) tex.End() }) gf.dirty = false } if !gf.bounds.Contains(at) { return pixel.Alpha(0) } bx, by, bw, _ := intBounds(gf.bounds) x, y := int(at.X)-bx, int(at.Y)-by off := y*bw + x return pixel.RGBA{ R: float64(gf.pixels[off*4+0]) / 255, G: float64(gf.pixels[off*4+1]) / 255, B: float64(gf.pixels[off*4+2]) / 255, A: float64(gf.pixels[off*4+3]) / 255, } }
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// Color returns the color of the pixel under the specified position.
[ "Color", "returns", "the", "color", "of", "the", "pixel", "under", "the", "specified", "position", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/glframe.go#L65-L87
train
faiface/pixel
pixelgl/gltriangles.go
NewGLTriangles
func NewGLTriangles(shader *glhf.Shader, t pixel.Triangles) *GLTriangles { var gt *GLTriangles mainthread.Call(func() { gt = &GLTriangles{ vs: glhf.MakeVertexSlice(shader, 0, t.Len()), shader: shader, } }) gt.SetLen(t.Len()) gt.Update(t) return gt }
go
func NewGLTriangles(shader *glhf.Shader, t pixel.Triangles) *GLTriangles { var gt *GLTriangles mainthread.Call(func() { gt = &GLTriangles{ vs: glhf.MakeVertexSlice(shader, 0, t.Len()), shader: shader, } }) gt.SetLen(t.Len()) gt.Update(t) return gt }
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// NewGLTriangles returns GLTriangles initialized with the data from the supplied Triangles. // // Only draw the Triangles using the provided Shader.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/gltriangles.go#L30-L41
train
faiface/pixel
pixelgl/gltriangles.go
Len
func (gt *GLTriangles) Len() int { return len(gt.data) / gt.vs.Stride() }
go
func (gt *GLTriangles) Len() int { return len(gt.data) / gt.vs.Stride() }
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// Len returns the number of vertices.
[ "Len", "returns", "the", "number", "of", "vertices", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/gltriangles.go#L56-L58
train
faiface/pixel
pixelgl/gltriangles.go
Slice
func (gt *GLTriangles) Slice(i, j int) pixel.Triangles { return &GLTriangles{ vs: gt.vs.Slice(i, j), data: gt.data[i*gt.vs.Stride() : j*gt.vs.Stride()], shader: gt.shader, } }
go
func (gt *GLTriangles) Slice(i, j int) pixel.Triangles { return &GLTriangles{ vs: gt.vs.Slice(i, j), data: gt.data[i*gt.vs.Stride() : j*gt.vs.Stride()], shader: gt.shader, } }
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// Slice returns a sub-Triangles of this GLTriangles in range [i, j).
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/gltriangles.go#L88-L94
train
faiface/pixel
pixelgl/gltriangles.go
Position
func (gt *GLTriangles) Position(i int) pixel.Vec { px := gt.data[i*gt.vs.Stride()+0] py := gt.data[i*gt.vs.Stride()+1] return pixel.V(float64(px), float64(py)) }
go
func (gt *GLTriangles) Position(i int) pixel.Vec { px := gt.data[i*gt.vs.Stride()+0] py := gt.data[i*gt.vs.Stride()+1] return pixel.V(float64(px), float64(py)) }
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// Position returns the Position property of the i-th vertex.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/gltriangles.go#L189-L193
train
faiface/pixel
pixelgl/gltriangles.go
Color
func (gt *GLTriangles) Color(i int) pixel.RGBA { r := gt.data[i*gt.vs.Stride()+2] g := gt.data[i*gt.vs.Stride()+3] b := gt.data[i*gt.vs.Stride()+4] a := gt.data[i*gt.vs.Stride()+5] return pixel.RGBA{ R: float64(r), G: float64(g), B: float64(b), A: float64(a), } }
go
func (gt *GLTriangles) Color(i int) pixel.RGBA { r := gt.data[i*gt.vs.Stride()+2] g := gt.data[i*gt.vs.Stride()+3] b := gt.data[i*gt.vs.Stride()+4] a := gt.data[i*gt.vs.Stride()+5] return pixel.RGBA{ R: float64(r), G: float64(g), B: float64(b), A: float64(a), } }
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// Color returns the Color property of the i-th vertex.
[ "Color", "returns", "the", "Color", "property", "of", "the", "i", "-", "th", "vertex", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/gltriangles.go#L196-L207
train
faiface/pixel
pixelgl/gltriangles.go
Picture
func (gt *GLTriangles) Picture(i int) (pic pixel.Vec, intensity float64) { tx := gt.data[i*gt.vs.Stride()+6] ty := gt.data[i*gt.vs.Stride()+7] intensity = float64(gt.data[i*gt.vs.Stride()+8]) return pixel.V(float64(tx), float64(ty)), intensity }
go
func (gt *GLTriangles) Picture(i int) (pic pixel.Vec, intensity float64) { tx := gt.data[i*gt.vs.Stride()+6] ty := gt.data[i*gt.vs.Stride()+7] intensity = float64(gt.data[i*gt.vs.Stride()+8]) return pixel.V(float64(tx), float64(ty)), intensity }
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// Picture returns the Picture property of the i-th vertex.
[ "Picture", "returns", "the", "Picture", "property", "of", "the", "i", "-", "th", "vertex", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/gltriangles.go#L210-L215
train
faiface/pixel
color.go
RGB
func RGB(r, g, b float64) RGBA { return RGBA{r, g, b, 1} }
go
func RGB(r, g, b float64) RGBA { return RGBA{r, g, b, 1} }
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// RGB returns a fully opaque RGBA color with the given RGB values. // // A common way to construct a transparent color is to create one with RGB constructor, then // multiply it by a color obtained from the Alpha constructor.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/color.go#L16-L18
train
faiface/pixel
color.go
RGBA
func (c RGBA) RGBA() (r, g, b, a uint32) { r = uint32(0xffff * c.R) g = uint32(0xffff * c.G) b = uint32(0xffff * c.B) a = uint32(0xffff * c.A) return }
go
func (c RGBA) RGBA() (r, g, b, a uint32) { r = uint32(0xffff * c.R) g = uint32(0xffff * c.G) b = uint32(0xffff * c.B) a = uint32(0xffff * c.A) return }
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// RGBA returns alpha-premultiplied red, green, blue and alpha components of the RGBA color.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/color.go#L69-L75
train
faiface/pixel
pixelgl/monitor.go
Monitors
func Monitors() []*Monitor { var monitors []*Monitor mainthread.Call(func() { for _, monitor := range glfw.GetMonitors() { monitors = append(monitors, &Monitor{monitor: monitor}) } }) return monitors }
go
func Monitors() []*Monitor { var monitors []*Monitor mainthread.Call(func() { for _, monitor := range glfw.GetMonitors() { monitors = append(monitors, &Monitor{monitor: monitor}) } }) return monitors }
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// Monitors returns a slice of all currently available monitors.
[ "Monitors", "returns", "a", "slice", "of", "all", "currently", "available", "monitors", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/monitor.go#L36-L44
train
faiface/pixel
pixelgl/monitor.go
Name
func (m *Monitor) Name() string { var name string mainthread.Call(func() { name = m.monitor.GetName() }) return name }
go
func (m *Monitor) Name() string { var name string mainthread.Call(func() { name = m.monitor.GetName() }) return name }
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// Name returns a human-readable name of the Monitor.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/monitor.go#L47-L53
train
faiface/pixel
pixelgl/monitor.go
PhysicalSize
func (m *Monitor) PhysicalSize() (width, height float64) { var wi, hi int mainthread.Call(func() { wi, hi = m.monitor.GetPhysicalSize() }) width = float64(wi) height = float64(hi) return }
go
func (m *Monitor) PhysicalSize() (width, height float64) { var wi, hi int mainthread.Call(func() { wi, hi = m.monitor.GetPhysicalSize() }) width = float64(wi) height = float64(hi) return }
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// PhysicalSize returns the size of the display area of the Monitor in millimeters.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/monitor.go#L56-L64
train
faiface/pixel
pixelgl/monitor.go
Position
func (m *Monitor) Position() (x, y float64) { var xi, yi int mainthread.Call(func() { xi, yi = m.monitor.GetPos() }) x = float64(xi) y = float64(yi) return }
go
func (m *Monitor) Position() (x, y float64) { var xi, yi int mainthread.Call(func() { xi, yi = m.monitor.GetPos() }) x = float64(xi) y = float64(yi) return }
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// Position returns the position of the upper-left corner of the Monitor in screen coordinates.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/monitor.go#L67-L75
train
faiface/pixel
pixelgl/monitor.go
Size
func (m *Monitor) Size() (width, height float64) { var mode *glfw.VidMode mainthread.Call(func() { mode = m.monitor.GetVideoMode() }) width = float64(mode.Width) height = float64(mode.Height) return }
go
func (m *Monitor) Size() (width, height float64) { var mode *glfw.VidMode mainthread.Call(func() { mode = m.monitor.GetVideoMode() }) width = float64(mode.Width) height = float64(mode.Height) return }
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// Size returns the resolution of the Monitor in pixels.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/monitor.go#L78-L86
train
faiface/pixel
pixelgl/monitor.go
BitDepth
func (m *Monitor) BitDepth() (red, green, blue int) { var mode *glfw.VidMode mainthread.Call(func() { mode = m.monitor.GetVideoMode() }) red = mode.RedBits green = mode.GreenBits blue = mode.BlueBits return }
go
func (m *Monitor) BitDepth() (red, green, blue int) { var mode *glfw.VidMode mainthread.Call(func() { mode = m.monitor.GetVideoMode() }) red = mode.RedBits green = mode.GreenBits blue = mode.BlueBits return }
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// BitDepth returns the number of bits per color of the Monitor.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/monitor.go#L89-L98
train
faiface/pixel
pixelgl/monitor.go
VideoModes
func (m *Monitor) VideoModes() (vmodes []VideoMode) { var modes []*glfw.VidMode mainthread.Call(func() { modes = m.monitor.GetVideoModes() }) for _, mode := range modes { vmodes = append(vmodes, VideoMode{ Width: mode.Width, Height: mode.Height, RefreshRate: mode.RefreshRate, }) } return }
go
func (m *Monitor) VideoModes() (vmodes []VideoMode) { var modes []*glfw.VidMode mainthread.Call(func() { modes = m.monitor.GetVideoModes() }) for _, mode := range modes { vmodes = append(vmodes, VideoMode{ Width: mode.Width, Height: mode.Height, RefreshRate: mode.RefreshRate, }) } return }
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// VideoModes returns all available video modes for the monitor.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/pixelgl/monitor.go#L111-L124
train
faiface/pixel
geometry.go
nearlyEqual
func nearlyEqual(a, b float64) bool { epsilon := 0.000001 if a == b { return true } diff := math.Abs(a - b) if a == 0.0 || b == 0.0 || diff < math.SmallestNonzeroFloat64 { return diff < (epsilon * math.SmallestNonzeroFloat64) } absA := math.Abs(a) absB := math.Abs(b) return diff/math.Min(absA+absB, math.MaxFloat64) < epsilon }
go
func nearlyEqual(a, b float64) bool { epsilon := 0.000001 if a == b { return true } diff := math.Abs(a - b) if a == 0.0 || b == 0.0 || diff < math.SmallestNonzeroFloat64 { return diff < (epsilon * math.SmallestNonzeroFloat64) } absA := math.Abs(a) absB := math.Abs(b) return diff/math.Min(absA+absB, math.MaxFloat64) < epsilon }
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// nearlyEqual compares two float64s and returns whether they are equal, accounting for rounding errors.At worst, the // result is correct to 7 significant digits.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L54-L71
train
faiface/pixel
geometry.go
Eq
func (u Vec) Eq(v Vec) bool { return nearlyEqual(u.X, v.X) && nearlyEqual(u.Y, v.Y) }
go
func (u Vec) Eq(v Vec) bool { return nearlyEqual(u.X, v.X) && nearlyEqual(u.Y, v.Y) }
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// Eq will compare two vectors and return whether they are equal accounting for rounding errors. At worst, the result // is correct to 7 significant digits.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L75-L77
train
faiface/pixel
geometry.go
XY
func (u Vec) XY() (x, y float64) { return u.X, u.Y }
go
func (u Vec) XY() (x, y float64) { return u.X, u.Y }
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// XY returns the components of the vector in two return values.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L94-L96
train
faiface/pixel
geometry.go
Add
func (u Vec) Add(v Vec) Vec { return Vec{ u.X + v.X, u.Y + v.Y, } }
go
func (u Vec) Add(v Vec) Vec { return Vec{ u.X + v.X, u.Y + v.Y, } }
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// Add returns the sum of vectors u and v.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L99-L104
train
faiface/pixel
geometry.go
Sub
func (u Vec) Sub(v Vec) Vec { return Vec{ u.X - v.X, u.Y - v.Y, } }
go
func (u Vec) Sub(v Vec) Vec { return Vec{ u.X - v.X, u.Y - v.Y, } }
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// Sub returns the difference betweeen vectors u and v.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L107-L112
train
faiface/pixel
geometry.go
Floor
func (u Vec) Floor() Vec { return Vec{ math.Floor(u.X), math.Floor(u.Y), } }
go
func (u Vec) Floor() Vec { return Vec{ math.Floor(u.X), math.Floor(u.Y), } }
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// Floor converts x and y to their integer equivalents.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L115-L120
train
faiface/pixel
geometry.go
Scaled
func (u Vec) Scaled(c float64) Vec { return Vec{u.X * c, u.Y * c} }
go
func (u Vec) Scaled(c float64) Vec { return Vec{u.X * c, u.Y * c} }
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// Scaled returns the vector u multiplied by c.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L131-L133
train
faiface/pixel
geometry.go
ScaledXY
func (u Vec) ScaledXY(v Vec) Vec { return Vec{u.X * v.X, u.Y * v.Y} }
go
func (u Vec) ScaledXY(v Vec) Vec { return Vec{u.X * v.X, u.Y * v.Y} }
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// ScaledXY returns the vector u multiplied by the vector v component-wise.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L136-L138
train
faiface/pixel
geometry.go
Len
func (u Vec) Len() float64 { return math.Hypot(u.X, u.Y) }
go
func (u Vec) Len() float64 { return math.Hypot(u.X, u.Y) }
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// Len returns the length of the vector u.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L141-L143
train
faiface/pixel
geometry.go
Rotated
func (u Vec) Rotated(angle float64) Vec { sin, cos := math.Sincos(angle) return Vec{ u.X*cos - u.Y*sin, u.X*sin + u.Y*cos, } }
go
func (u Vec) Rotated(angle float64) Vec { sin, cos := math.Sincos(angle) return Vec{ u.X*cos - u.Y*sin, u.X*sin + u.Y*cos, } }
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// Rotated returns the vector u rotated by the given angle in radians.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L159-L165
train
faiface/pixel
geometry.go
Dot
func (u Vec) Dot(v Vec) float64 { return u.X*v.X + u.Y*v.Y }
go
func (u Vec) Dot(v Vec) float64 { return u.X*v.X + u.Y*v.Y }
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// Dot returns the dot product of vectors u and v.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L173-L175
train
faiface/pixel
geometry.go
Cross
func (u Vec) Cross(v Vec) float64 { return u.X*v.Y - v.X*u.Y }
go
func (u Vec) Cross(v Vec) float64 { return u.X*v.Y - v.X*u.Y }
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// Cross return the cross product of vectors u and v.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L178-L180
train
faiface/pixel
geometry.go
Lerp
func Lerp(a, b Vec, t float64) Vec { return a.Scaled(1 - t).Add(b.Scaled(t)) }
go
func Lerp(a, b Vec, t float64) Vec { return a.Scaled(1 - t).Add(b.Scaled(t)) }
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// Lerp returns a linear interpolation between vectors a and b. // // This function basically returns a point along the line between a and b and t chooses which one. // If t is 0, then a will be returned, if t is 1, b will be returned. Anything between 0 and 1 will // return the appropriate point between a and b and so on.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L207-L209
train
faiface/pixel
geometry.go
L
func L(from, to Vec) Line { return Line{ A: from, B: to, } }
go
func L(from, to Vec) Line { return Line{ A: from, B: to, } }
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// L creates and returns a new Line.
[ "L", "creates", "and", "returns", "a", "new", "Line", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L217-L222
train
faiface/pixel
geometry.go
Bounds
func (l Line) Bounds() Rect { return R(l.A.X, l.A.Y, l.B.X, l.B.Y).Norm() }
go
func (l Line) Bounds() Rect { return R(l.A.X, l.A.Y, l.B.X, l.B.Y).Norm() }
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// Bounds returns the lines bounding box. This is in the form of a normalized Rect.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L225-L227
train
faiface/pixel
geometry.go
Center
func (l Line) Center() Vec { return l.A.Add(l.A.To(l.B).Scaled(0.5)) }
go
func (l Line) Center() Vec { return l.A.Add(l.A.To(l.B).Scaled(0.5)) }
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// Center will return the point at center of the line; that is, the point equidistant from either end.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L230-L232
train
faiface/pixel
geometry.go
Closest
func (l Line) Closest(v Vec) Vec { // between is a helper function which determines whether x is greater than min(a, b) and less than max(a, b) between := func(a, b, x float64) bool { min := math.Min(a, b) max := math.Max(a, b) return min < x && x < max } // Closest point will be on a line which perpendicular to this line. // If and only if the infinite perpendicular line intersects the segment. m, b := l.Formula() // Account for horizontal lines if m == 0 { x := v.X y := l.A.Y // check if the X coordinate of v is on the line if between(l.A.X, l.B.X, v.X) { return V(x, y) } // Otherwise get the closest endpoint if l.A.To(v).Len() < l.B.To(v).Len() { return l.A } return l.B } // Account for vertical lines if math.IsInf(math.Abs(m), 1) { x := l.A.X y := v.Y // check if the Y coordinate of v is on the line if between(l.A.Y, l.B.Y, v.Y) { return V(x, y) } // Otherwise get the closest endpoint if l.A.To(v).Len() < l.B.To(v).Len() { return l.A } return l.B } perpendicularM := -1 / m perpendicularB := v.Y - (perpendicularM * v.X) // Coordinates of intersect (of infinite lines) x := (perpendicularB - b) / (m - perpendicularM) y := m*x + b // Check if the point lies between the x and y bounds of the segment if !between(l.A.X, l.B.X, x) && !between(l.A.Y, l.B.Y, y) { // Not within bounding box toStart := v.To(l.A) toEnd := v.To(l.B) if toStart.Len() < toEnd.Len() { return l.A } return l.B } return V(x, y) }
go
func (l Line) Closest(v Vec) Vec { // between is a helper function which determines whether x is greater than min(a, b) and less than max(a, b) between := func(a, b, x float64) bool { min := math.Min(a, b) max := math.Max(a, b) return min < x && x < max } // Closest point will be on a line which perpendicular to this line. // If and only if the infinite perpendicular line intersects the segment. m, b := l.Formula() // Account for horizontal lines if m == 0 { x := v.X y := l.A.Y // check if the X coordinate of v is on the line if between(l.A.X, l.B.X, v.X) { return V(x, y) } // Otherwise get the closest endpoint if l.A.To(v).Len() < l.B.To(v).Len() { return l.A } return l.B } // Account for vertical lines if math.IsInf(math.Abs(m), 1) { x := l.A.X y := v.Y // check if the Y coordinate of v is on the line if between(l.A.Y, l.B.Y, v.Y) { return V(x, y) } // Otherwise get the closest endpoint if l.A.To(v).Len() < l.B.To(v).Len() { return l.A } return l.B } perpendicularM := -1 / m perpendicularB := v.Y - (perpendicularM * v.X) // Coordinates of intersect (of infinite lines) x := (perpendicularB - b) / (m - perpendicularM) y := m*x + b // Check if the point lies between the x and y bounds of the segment if !between(l.A.X, l.B.X, x) && !between(l.A.Y, l.B.Y, y) { // Not within bounding box toStart := v.To(l.A) toEnd := v.To(l.B) if toStart.Len() < toEnd.Len() { return l.A } return l.B } return V(x, y) }
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// Closest will return the point on the line which is closest to the Vec provided.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L235-L301
train
faiface/pixel
geometry.go
Contains
func (l Line) Contains(v Vec) bool { return l.Closest(v).Eq(v) }
go
func (l Line) Contains(v Vec) bool { return l.Closest(v).Eq(v) }
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// Contains returns whether the provided Vec lies on the line.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L304-L306
train
faiface/pixel
geometry.go
Intersect
func (l Line) Intersect(k Line) (Vec, bool) { // Check if the lines are parallel lDir := l.A.To(l.B) kDir := k.A.To(k.B) if lDir.X == kDir.X && lDir.Y == kDir.Y { return ZV, false } // The lines intersect - but potentially not within the line segments. // Get the intersection point for the lines if they were infinitely long, check if the point exists on both of the // segments lm, lb := l.Formula() km, kb := k.Formula() // Account for vertical lines if math.IsInf(math.Abs(lm), 1) && math.IsInf(math.Abs(km), 1) { // Both vertical, therefore parallel return ZV, false } var x, y float64 if math.IsInf(math.Abs(lm), 1) || math.IsInf(math.Abs(km), 1) { // One line is vertical intersectM := lm intersectB := lb verticalLine := k if math.IsInf(math.Abs(lm), 1) { intersectM = km intersectB = kb verticalLine = l } y = intersectM*verticalLine.A.X + intersectB x = verticalLine.A.X } else { // Coordinates of intersect x = (kb - lb) / (lm - km) y = lm*x + lb } if l.Contains(V(x, y)) && k.Contains(V(x, y)) { // The intersect point is on both line segments, they intersect. return V(x, y), true } return ZV, false }
go
func (l Line) Intersect(k Line) (Vec, bool) { // Check if the lines are parallel lDir := l.A.To(l.B) kDir := k.A.To(k.B) if lDir.X == kDir.X && lDir.Y == kDir.Y { return ZV, false } // The lines intersect - but potentially not within the line segments. // Get the intersection point for the lines if they were infinitely long, check if the point exists on both of the // segments lm, lb := l.Formula() km, kb := k.Formula() // Account for vertical lines if math.IsInf(math.Abs(lm), 1) && math.IsInf(math.Abs(km), 1) { // Both vertical, therefore parallel return ZV, false } var x, y float64 if math.IsInf(math.Abs(lm), 1) || math.IsInf(math.Abs(km), 1) { // One line is vertical intersectM := lm intersectB := lb verticalLine := k if math.IsInf(math.Abs(lm), 1) { intersectM = km intersectB = kb verticalLine = l } y = intersectM*verticalLine.A.X + intersectB x = verticalLine.A.X } else { // Coordinates of intersect x = (kb - lb) / (lm - km) y = lm*x + lb } if l.Contains(V(x, y)) && k.Contains(V(x, y)) { // The intersect point is on both line segments, they intersect. return V(x, y), true } return ZV, false }
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// Intersect will return the point of intersection for the two line segments. If the line segments do not intersect, // this function will return the zero-vector and false.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L324-L372
train
faiface/pixel
geometry.go
IntersectCircle
func (l Line) IntersectCircle(c Circle) Vec { // Get the point on the line closest to the center of the circle. closest := l.Closest(c.Center) cirToClosest := c.Center.To(closest) if cirToClosest.Len() >= c.Radius { return ZV } return cirToClosest.Scaled(cirToClosest.Len() - c.Radius) }
go
func (l Line) IntersectCircle(c Circle) Vec { // Get the point on the line closest to the center of the circle. closest := l.Closest(c.Center) cirToClosest := c.Center.To(closest) if cirToClosest.Len() >= c.Radius { return ZV } return cirToClosest.Scaled(cirToClosest.Len() - c.Radius) }
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// IntersectCircle will return the shortest Vec such that moving the Line by that Vec will cause the Line and Circle // to no longer intesect. If they do not intersect at all, this function will return a zero-vector.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L376-L386
train
faiface/pixel
geometry.go
IntersectRect
func (l Line) IntersectRect(r Rect) Vec { // Check if either end of the line segment are within the rectangle if r.Contains(l.A) || r.Contains(l.B) { // Use the Rect.Intersect to get minimal return value rIntersect := l.Bounds().Intersect(r) if rIntersect.H() > rIntersect.W() { // Go vertical return V(0, rIntersect.H()) } return V(rIntersect.W(), 0) } // Check if any of the rectangles' edges intersect with this line. for _, edge := range r.Edges() { if _, ok := l.Intersect(edge); ok { // Get the closest points on the line to each corner, where: // - the point is contained by the rectangle // - the point is not the corner itself corners := r.Vertices() closest := ZV closestCorner := corners[0] for _, c := range corners { cc := l.Closest(c) if closest == ZV || (closest.Len() > cc.Len() && r.Contains(cc)) { closest = cc closestCorner = c } } return closest.To(closestCorner) } } // No intersect return ZV }
go
func (l Line) IntersectRect(r Rect) Vec { // Check if either end of the line segment are within the rectangle if r.Contains(l.A) || r.Contains(l.B) { // Use the Rect.Intersect to get minimal return value rIntersect := l.Bounds().Intersect(r) if rIntersect.H() > rIntersect.W() { // Go vertical return V(0, rIntersect.H()) } return V(rIntersect.W(), 0) } // Check if any of the rectangles' edges intersect with this line. for _, edge := range r.Edges() { if _, ok := l.Intersect(edge); ok { // Get the closest points on the line to each corner, where: // - the point is contained by the rectangle // - the point is not the corner itself corners := r.Vertices() closest := ZV closestCorner := corners[0] for _, c := range corners { cc := l.Closest(c) if closest == ZV || (closest.Len() > cc.Len() && r.Contains(cc)) { closest = cc closestCorner = c } } return closest.To(closestCorner) } } // No intersect return ZV }
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// IntersectRect will return the shortest Vec such that moving the Line by that Vec will cause the Line and Rect to // no longer intesect. If they do not intersect at all, this function will return a zero-vector.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L390-L425
train
faiface/pixel
geometry.go
Len
func (l Line) Len() float64 { return l.A.To(l.B).Len() }
go
func (l Line) Len() float64 { return l.A.To(l.B).Len() }
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// Len returns the length of the line segment.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L428-L430
train
faiface/pixel
geometry.go
Moved
func (l Line) Moved(delta Vec) Line { return Line{ A: l.A.Add(delta), B: l.B.Add(delta), } }
go
func (l Line) Moved(delta Vec) Line { return Line{ A: l.A.Add(delta), B: l.B.Add(delta), } }
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// Moved will return a line moved by the delta Vec provided.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L433-L438
train
faiface/pixel
geometry.go
Rotated
func (l Line) Rotated(around Vec, angle float64) Line { // Move the line so we can use `Vec.Rotated` lineShifted := l.Moved(around.Scaled(-1)) lineRotated := Line{ A: lineShifted.A.Rotated(angle), B: lineShifted.B.Rotated(angle), } return lineRotated.Moved(around) }
go
func (l Line) Rotated(around Vec, angle float64) Line { // Move the line so we can use `Vec.Rotated` lineShifted := l.Moved(around.Scaled(-1)) lineRotated := Line{ A: lineShifted.A.Rotated(angle), B: lineShifted.B.Rotated(angle), } return lineRotated.Moved(around) }
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// Rotated will rotate the line around the provided Vec.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L441-L451
train
faiface/pixel
geometry.go
Scaled
func (l Line) Scaled(scale float64) Line { return l.ScaledXY(l.Center(), scale) }
go
func (l Line) Scaled(scale float64) Line { return l.ScaledXY(l.Center(), scale) }
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// Scaled will return the line scaled around the center point.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L454-L456
train
faiface/pixel
geometry.go
ScaledXY
func (l Line) ScaledXY(around Vec, scale float64) Line { toA := around.To(l.A).Scaled(scale) toB := around.To(l.B).Scaled(scale) return Line{ A: around.Add(toA), B: around.Add(toB), } }
go
func (l Line) ScaledXY(around Vec, scale float64) Line { toA := around.To(l.A).Scaled(scale) toB := around.To(l.B).Scaled(scale) return Line{ A: around.Add(toA), B: around.Add(toB), } }
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// ScaledXY will return the line scaled around the Vec provided.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L459-L467
train
faiface/pixel
geometry.go
R
func R(minX, minY, maxX, maxY float64) Rect { return Rect{ Min: Vec{minX, minY}, Max: Vec{maxX, maxY}, } }
go
func R(minX, minY, maxX, maxY float64) Rect { return Rect{ Min: Vec{minX, minY}, Max: Vec{maxX, maxY}, } }
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// R returns a new Rect with given the Min and Max coordinates. // // Note that the returned rectangle is not automatically normalized.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L485-L490
train
faiface/pixel
geometry.go
Norm
func (r Rect) Norm() Rect { return Rect{ Min: Vec{ math.Min(r.Min.X, r.Max.X), math.Min(r.Min.Y, r.Max.Y), }, Max: Vec{ math.Max(r.Min.X, r.Max.X), math.Max(r.Min.Y, r.Max.Y), }, } }
go
func (r Rect) Norm() Rect { return Rect{ Min: Vec{ math.Min(r.Min.X, r.Max.X), math.Min(r.Min.Y, r.Max.Y), }, Max: Vec{ math.Max(r.Min.X, r.Max.X), math.Max(r.Min.Y, r.Max.Y), }, } }
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// Norm returns the Rect in normal form, such that Max is component-wise greater or equal than Min.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L502-L513
train
faiface/pixel
geometry.go
W
func (r Rect) W() float64 { return r.Max.X - r.Min.X }
go
func (r Rect) W() float64 { return r.Max.X - r.Min.X }
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// W returns the width of the Rect.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L516-L518
train
faiface/pixel
geometry.go
H
func (r Rect) H() float64 { return r.Max.Y - r.Min.Y }
go
func (r Rect) H() float64 { return r.Max.Y - r.Min.Y }
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// H returns the height of the Rect.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L521-L523
train
faiface/pixel
geometry.go
Edges
func (r Rect) Edges() [4]Line { corners := r.Vertices() return [4]Line{ {A: corners[0], B: corners[1]}, {A: corners[1], B: corners[2]}, {A: corners[2], B: corners[3]}, {A: corners[3], B: corners[0]}, } }
go
func (r Rect) Edges() [4]Line { corners := r.Vertices() return [4]Line{ {A: corners[0], B: corners[1]}, {A: corners[1], B: corners[2]}, {A: corners[2], B: corners[3]}, {A: corners[3], B: corners[0]}, } }
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// Edges will return the four lines which make up the edges of the rectangle.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L536-L545
train
faiface/pixel
geometry.go
ResizedMin
func (r Rect) ResizedMin(size Vec) Rect { return Rect{ Min: r.Min, Max: r.Min.Add(size), } }
go
func (r Rect) ResizedMin(size Vec) Rect { return Rect{ Min: r.Min, Max: r.Min.Add(size), } }
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// ResizedMin returns the Rect resized to the given size while keeping the position of the Rect's // Min. // // Sizes of zero area are safe here.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L584-L589
train
faiface/pixel
geometry.go
Union
func (r Rect) Union(s Rect) Rect { return R( math.Min(r.Min.X, s.Min.X), math.Min(r.Min.Y, s.Min.Y), math.Max(r.Max.X, s.Max.X), math.Max(r.Max.Y, s.Max.Y), ) }
go
func (r Rect) Union(s Rect) Rect { return R( math.Min(r.Min.X, s.Min.X), math.Min(r.Min.Y, s.Min.Y), math.Max(r.Max.X, s.Max.X), math.Max(r.Max.Y, s.Max.Y), ) }
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// Union returns the minimal Rect which covers both r and s. Rects r and s must be normalized.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L597-L604
train
faiface/pixel
geometry.go
IntersectionPoints
func (r Rect) IntersectionPoints(l Line) []Vec { // Use map keys to ensure unique points pointMap := make(map[Vec]struct{}) for _, edge := range r.Edges() { if intersect, ok := l.Intersect(edge); ok { pointMap[intersect] = struct{}{} } } points := make([]Vec, 0, len(pointMap)) for point := range pointMap { points = append(points, point) } // Order the points if len(points) == 2 { if points[1].To(l.A).Len() < points[0].To(l.A).Len() { return []Vec{points[1], points[0]} } } return points }
go
func (r Rect) IntersectionPoints(l Line) []Vec { // Use map keys to ensure unique points pointMap := make(map[Vec]struct{}) for _, edge := range r.Edges() { if intersect, ok := l.Intersect(edge); ok { pointMap[intersect] = struct{}{} } } points := make([]Vec, 0, len(pointMap)) for point := range pointMap { points = append(points, point) } // Order the points if len(points) == 2 { if points[1].To(l.A).Len() < points[0].To(l.A).Len() { return []Vec{points[1], points[0]} } } return points }
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// IntersectionPoints returns all the points where the Rect intersects with the line provided. This can be zero, one or // two points, depending on the location of the shapes. The points of intersection will be returned in order of // closest-to-l.A to closest-to-l.B.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L642-L665
train
faiface/pixel
geometry.go
Vertices
func (r Rect) Vertices() [4]Vec { return [4]Vec{ r.Min, V(r.Min.X, r.Max.Y), r.Max, V(r.Max.X, r.Min.Y), } }
go
func (r Rect) Vertices() [4]Vec { return [4]Vec{ r.Min, V(r.Min.X, r.Max.Y), r.Max, V(r.Max.X, r.Min.Y), } }
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// Vertices returns a slice of the four corners which make up the rectangle.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L668-L675
train
faiface/pixel
geometry.go
C
func C(center Vec, radius float64) Circle { return Circle{ Center: center, Radius: radius, } }
go
func C(center Vec, radius float64) Circle { return Circle{ Center: center, Radius: radius, } }
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// C returns a new Circle with the given radius and center coordinates. // // Note that a negative radius is valid.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L688-L693
train
faiface/pixel
geometry.go
Area
func (c Circle) Area() float64 { return math.Pi * math.Pow(c.Radius, 2) }
go
func (c Circle) Area() float64 { return math.Pi * math.Pow(c.Radius, 2) }
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// Area returns the area of the Circle.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L716-L718
train
faiface/pixel
geometry.go
Moved
func (c Circle) Moved(delta Vec) Circle { return Circle{ Center: c.Center.Add(delta), Radius: c.Radius, } }
go
func (c Circle) Moved(delta Vec) Circle { return Circle{ Center: c.Center.Add(delta), Radius: c.Radius, } }
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// Moved returns the Circle moved by the given vector delta.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L721-L726
train
faiface/pixel
geometry.go
maxCircle
func maxCircle(c, d Circle) Circle { if c.Radius < d.Radius { return d } return c }
go
func maxCircle(c, d Circle) Circle { if c.Radius < d.Radius { return d } return c }
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// maxCircle will return the larger circle based on the radius.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L753-L758
train
faiface/pixel
geometry.go
minCircle
func minCircle(c, d Circle) Circle { if c.Radius < d.Radius { return c } return d }
go
func minCircle(c, d Circle) Circle { if c.Radius < d.Radius { return c } return d }
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// minCircle will return the smaller circle based on the radius.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L761-L766
train
faiface/pixel
geometry.go
Union
func (c Circle) Union(d Circle) Circle { biggerC := maxCircle(c.Norm(), d.Norm()) smallerC := minCircle(c.Norm(), d.Norm()) // Get distance between centers dist := c.Center.To(d.Center).Len() // If the bigger Circle encompasses the smaller one, we have the result if dist+smallerC.Radius <= biggerC.Radius { return biggerC } // Calculate radius for encompassing Circle r := (dist + biggerC.Radius + smallerC.Radius) / 2 // Calculate center for encompassing Circle theta := .5 + (biggerC.Radius-smallerC.Radius)/(2*dist) center := Lerp(smallerC.Center, biggerC.Center, theta) return Circle{ Center: center, Radius: r, } }
go
func (c Circle) Union(d Circle) Circle { biggerC := maxCircle(c.Norm(), d.Norm()) smallerC := minCircle(c.Norm(), d.Norm()) // Get distance between centers dist := c.Center.To(d.Center).Len() // If the bigger Circle encompasses the smaller one, we have the result if dist+smallerC.Radius <= biggerC.Radius { return biggerC } // Calculate radius for encompassing Circle r := (dist + biggerC.Radius + smallerC.Radius) / 2 // Calculate center for encompassing Circle theta := .5 + (biggerC.Radius-smallerC.Radius)/(2*dist) center := Lerp(smallerC.Center, biggerC.Center, theta) return Circle{ Center: center, Radius: r, } }
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// Union returns the minimal Circle which covers both `c` and `d`.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L769-L792
train
faiface/pixel
geometry.go
Intersect
func (c Circle) Intersect(d Circle) Circle { // Check if one of the circles encompasses the other; if so, return that one biggerC := maxCircle(c.Norm(), d.Norm()) smallerC := minCircle(c.Norm(), d.Norm()) if biggerC.Radius >= biggerC.Center.To(smallerC.Center).Len()+smallerC.Radius { return biggerC } // Calculate the midpoint between the two radii // Distance between centers dist := c.Center.To(d.Center).Len() // Difference between radii diff := dist - (c.Radius + d.Radius) // Distance from c.Center to the weighted midpoint distToMidpoint := c.Radius + 0.5*diff // Weighted midpoint center := Lerp(c.Center, d.Center, distToMidpoint/dist) // No need to calculate radius if the circles do not overlap if c.Center.To(d.Center).Len() >= c.Radius+d.Radius { return C(center, 0) } radius := c.Center.To(d.Center).Len() - (c.Radius + d.Radius) return Circle{ Center: center, Radius: math.Abs(radius), } }
go
func (c Circle) Intersect(d Circle) Circle { // Check if one of the circles encompasses the other; if so, return that one biggerC := maxCircle(c.Norm(), d.Norm()) smallerC := minCircle(c.Norm(), d.Norm()) if biggerC.Radius >= biggerC.Center.To(smallerC.Center).Len()+smallerC.Radius { return biggerC } // Calculate the midpoint between the two radii // Distance between centers dist := c.Center.To(d.Center).Len() // Difference between radii diff := dist - (c.Radius + d.Radius) // Distance from c.Center to the weighted midpoint distToMidpoint := c.Radius + 0.5*diff // Weighted midpoint center := Lerp(c.Center, d.Center, distToMidpoint/dist) // No need to calculate radius if the circles do not overlap if c.Center.To(d.Center).Len() >= c.Radius+d.Radius { return C(center, 0) } radius := c.Center.To(d.Center).Len() - (c.Radius + d.Radius) return Circle{ Center: center, Radius: math.Abs(radius), } }
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// Intersect returns the maximal Circle which is covered by both `c` and `d`. // // If `c` and `d` don't overlap, this function returns a zero-sized circle at the centerpoint between the two Circle's // centers.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L798-L828
train
faiface/pixel
geometry.go
Moved
func (m Matrix) Moved(delta Vec) Matrix { m[4], m[5] = m[4]+delta.X, m[5]+delta.Y return m }
go
func (m Matrix) Moved(delta Vec) Matrix { m[4], m[5] = m[4]+delta.X, m[5]+delta.Y return m }
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// Moved moves everything by the delta vector.
[ "Moved", "moves", "everything", "by", "the", "delta", "vector", "." ]
a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L1038-L1041
train
faiface/pixel
geometry.go
ScaledXY
func (m Matrix) ScaledXY(around Vec, scale Vec) Matrix { m[4], m[5] = m[4]-around.X, m[5]-around.Y m[0], m[2], m[4] = m[0]*scale.X, m[2]*scale.X, m[4]*scale.X m[1], m[3], m[5] = m[1]*scale.Y, m[3]*scale.Y, m[5]*scale.Y m[4], m[5] = m[4]+around.X, m[5]+around.Y return m }
go
func (m Matrix) ScaledXY(around Vec, scale Vec) Matrix { m[4], m[5] = m[4]-around.X, m[5]-around.Y m[0], m[2], m[4] = m[0]*scale.X, m[2]*scale.X, m[4]*scale.X m[1], m[3], m[5] = m[1]*scale.Y, m[3]*scale.Y, m[5]*scale.Y m[4], m[5] = m[4]+around.X, m[5]+around.Y return m }
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// ScaledXY scales everything around a given point by the scale factor in each axis respectively.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L1044-L1050
train
faiface/pixel
geometry.go
Scaled
func (m Matrix) Scaled(around Vec, scale float64) Matrix { return m.ScaledXY(around, V(scale, scale)) }
go
func (m Matrix) Scaled(around Vec, scale float64) Matrix { return m.ScaledXY(around, V(scale, scale)) }
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// Scaled scales everything around a given point by the scale factor.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L1053-L1055
train
faiface/pixel
geometry.go
Rotated
func (m Matrix) Rotated(around Vec, angle float64) Matrix { sint, cost := math.Sincos(angle) m[4], m[5] = m[4]-around.X, m[5]-around.Y m = m.Chained(Matrix{cost, sint, -sint, cost, 0, 0}) m[4], m[5] = m[4]+around.X, m[5]+around.Y return m }
go
func (m Matrix) Rotated(around Vec, angle float64) Matrix { sint, cost := math.Sincos(angle) m[4], m[5] = m[4]-around.X, m[5]-around.Y m = m.Chained(Matrix{cost, sint, -sint, cost, 0, 0}) m[4], m[5] = m[4]+around.X, m[5]+around.Y return m }
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// Rotated rotates everything around a given point by the given angle in radians.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L1058-L1064
train
faiface/pixel
geometry.go
Chained
func (m Matrix) Chained(next Matrix) Matrix { return Matrix{ next[0]*m[0] + next[2]*m[1], next[1]*m[0] + next[3]*m[1], next[0]*m[2] + next[2]*m[3], next[1]*m[2] + next[3]*m[3], next[0]*m[4] + next[2]*m[5] + next[4], next[1]*m[4] + next[3]*m[5] + next[5], } }
go
func (m Matrix) Chained(next Matrix) Matrix { return Matrix{ next[0]*m[0] + next[2]*m[1], next[1]*m[0] + next[3]*m[1], next[0]*m[2] + next[2]*m[3], next[1]*m[2] + next[3]*m[3], next[0]*m[4] + next[2]*m[5] + next[4], next[1]*m[4] + next[3]*m[5] + next[5], } }
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// Chained adds another Matrix to this one. All tranformations by the next Matrix will be applied // after the transformations of this Matrix.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/geometry.go#L1068-L1077
train
faiface/pixel
text/text.go
BoundsOf
func (txt *Text) BoundsOf(s string) pixel.Rect { dot := txt.Dot prevR := txt.prevR bounds := pixel.Rect{} for _, r := range s { var control bool dot, control = txt.controlRune(r, dot) if control { continue } var b pixel.Rect _, _, b, dot = txt.Atlas().DrawRune(prevR, r, dot) if bounds.W()*bounds.H() == 0 { bounds = b } else { bounds = bounds.Union(b) } prevR = r } return bounds }
go
func (txt *Text) BoundsOf(s string) pixel.Rect { dot := txt.Dot prevR := txt.prevR bounds := pixel.Rect{} for _, r := range s { var control bool dot, control = txt.controlRune(r, dot) if control { continue } var b pixel.Rect _, _, b, dot = txt.Atlas().DrawRune(prevR, r, dot) if bounds.W()*bounds.H() == 0 { bounds = b } else { bounds = bounds.Union(b) } prevR = r } return bounds }
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// BoundsOf returns the bounding box of s if it was to be written to the Text right now.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/text/text.go#L158-L183
train
faiface/pixel
text/text.go
Clear
func (txt *Text) Clear() { txt.prevR = -1 txt.bounds = pixel.Rect{} txt.tris.SetLen(0) txt.dirty = true txt.Dot = txt.Orig }
go
func (txt *Text) Clear() { txt.prevR = -1 txt.bounds = pixel.Rect{} txt.tris.SetLen(0) txt.dirty = true txt.Dot = txt.Orig }
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// Clear removes all written text from the Text. The Dot field is reset to Orig.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/text/text.go#L186-L192
train
faiface/pixel
text/text.go
WriteByte
func (txt *Text) WriteByte(c byte) error { txt.buf = append(txt.buf, c) txt.drawBuf() return nil }
go
func (txt *Text) WriteByte(c byte) error { txt.buf = append(txt.buf, c) txt.drawBuf() return nil }
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// WriteByte writes a byte to the Text. This method never fails, always returns nil. // // Writing a multi-byte rune byte-by-byte is perfectly supported.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/text/text.go#L211-L215
train
faiface/pixel
text/text.go
Draw
func (txt *Text) Draw(t pixel.Target, matrix pixel.Matrix) { txt.DrawColorMask(t, matrix, nil) }
go
func (txt *Text) Draw(t pixel.Target, matrix pixel.Matrix) { txt.DrawColorMask(t, matrix, nil) }
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// Draw draws all text written to the Text to the provided Target. The text is transformed by the // provided Matrix. // // This method is equivalent to calling DrawColorMask with nil color mask. // // If there's a lot of text written to the Text, changing a matrix or a color mask often might hurt // performance. Consider using your Target's SetMatrix or SetColorMask methods if available.
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a68a4e38b42dde3869de57fddbaea6da106d5940
https://github.com/faiface/pixel/blob/a68a4e38b42dde3869de57fddbaea6da106d5940/text/text.go#L233-L235
train