add general Shape and embed it in specific shapes
This commit is contained in:
parent
6e139459cc
commit
4427206988
416
graphics.go
416
graphics.go
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@ -85,6 +85,94 @@ func (g *Group) Do(sub func(pixelgl.Context)) {
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sub(g.context)
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}
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// Shape is a general drawable shape constructed from vertices.
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//
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// Vertices are specified in the vertex array of a shape. A shape can have a picture, a color (mask) and a static
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// transform.
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//
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// Usually you use this type only indirectly throught other specific shapes (sprites, polygons, ...) embedding it.
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type Shape struct {
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parent pixelgl.Doer
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picture Picture
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color color.Color
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transform Transform
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va *pixelgl.VertexArray
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}
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// NewShape creates a new shape with specified parent, picture, color, transform and vertex array.
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func NewShape(parent pixelgl.Doer, picture Picture, c color.Color, transform Transform, va *pixelgl.VertexArray) *Shape {
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return &Shape{
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parent: parent,
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picture: picture,
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color: c,
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transform: transform,
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va: va,
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}
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}
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// Delete deletes the underlying
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func (s *Shape) Delete() {
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s.va.Delete()
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}
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// SetPicture changes the picture of a shape.
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func (s *Shape) SetPicture(picture Picture) {
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s.picture = picture
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}
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// Picture returns the current picture of a shape.
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func (s *Shape) Picture() Picture {
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return s.picture
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}
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// SetColor changes the color (mask) of a shape.
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func (s *Shape) SetColor(c color.Color) {
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s.color = c
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}
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// Color returns the current color (mask) of a shape.
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func (s *Shape) Color() color.Color {
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return s.color
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}
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// SetTransform changes the ("static") transform of a shape.
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func (s *Shape) SetTransform(transform Transform) {
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s.transform = transform
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}
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// Transform returns the current ("static") transform of a shape.
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func (s *Shape) Transform() Transform {
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return s.transform
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}
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// VertexArray changes the underlying vertex array of a shape.
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func (s *Shape) VertexArray() *pixelgl.VertexArray {
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return s.va
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}
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// Draw draws a sprite transformed by the supplied transforms applied in the reverse order.
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func (s *Shape) Draw(t ...Transform) {
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mat := mgl32.Ident3()
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for i := range t {
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mat = mat.Mul3(t[i].Mat3())
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}
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mat = mat.Mul3(s.transform.Mat3())
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s.parent.Do(func(ctx pixelgl.Context) {
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r, g, b, a := colorToRGBA(s.color)
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ctx.Shader().SetUniformAttr(maskColorVec4, mgl32.Vec4{r, g, b, a})
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ctx.Shader().SetUniformAttr(transformMat3, mat)
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if s.picture.Texture() != nil {
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s.picture.Texture().Do(func(pixelgl.Context) {
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s.va.Draw()
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})
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} else {
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s.va.Draw()
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}
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})
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}
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// Sprite is a picture that can be drawn on the screen. Optionally it can be color masked or tranformed.
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//
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// Usually, you only transform objects when you're drawing them (by passing transforms to the Draw method).
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@ -92,26 +180,17 @@ func (g *Group) Do(sub func(pixelgl.Context)) {
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// anchor by their bottom-left corner by default. Setting a transform can change this anchor to the center,
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// or wherever you want.
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type Sprite struct {
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parent pixelgl.Doer
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color color.Color
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picture Picture
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transform Transform
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va *pixelgl.VertexArray
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*Shape
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}
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// NewSprite creates a new sprite with the supplied picture. The sprite's size is the size of the supplied picture.
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// If you want to change the sprite's size, change it's transform.
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func NewSprite(parent pixelgl.Doer, picture Picture) *Sprite {
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s := &Sprite{
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parent: parent,
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color: color.White,
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picture: picture,
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transform: Position(0),
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}
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var va *pixelgl.VertexArray
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parent.Do(func(ctx pixelgl.Context) {
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var err error
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s.va, err = pixelgl.NewVertexArray(
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va, err = pixelgl.NewVertexArray(
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picture.Texture(),
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ctx.Shader().VertexFormat(),
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pixelgl.DynamicUsage,
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@ -130,104 +209,29 @@ func NewSprite(parent pixelgl.Doer, picture Picture) *Sprite {
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(picture.Bounds().Y()+p.Y())/float64(picture.Texture().Height()),
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)
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s.va.SetVertexAttributeVec2(
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i,
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pixelgl.Position,
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mgl32.Vec2{
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float32(p.X()),
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float32(p.Y()),
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},
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)
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s.va.SetVertexAttributeVec4(i, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
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s.va.SetVertexAttributeVec2(
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i,
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pixelgl.TexCoord,
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mgl32.Vec2{
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float32(texCoord.X()),
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float32(texCoord.Y()),
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},
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)
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va.SetVertexAttr(i, positionVec2, mgl32.Vec2{float32(p.X()), float32(p.Y())})
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va.SetVertexAttr(i, colorVec4, mgl32.Vec4{1, 1, 1, 1})
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va.SetVertexAttr(i, texCoordVec2, mgl32.Vec2{float32(texCoord.X()), float32(texCoord.Y())})
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}
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return s
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}
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// Delete deletes a sprite. Note, that this does not delete it's picture.
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func (s *Sprite) Delete() {
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s.va.Delete()
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}
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// Picture returns the sprite's picture.
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func (s *Sprite) Picture() Picture {
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return s.picture
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}
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// SetColor sets a mask color of a sprite.
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func (s *Sprite) SetColor(c color.Color) {
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s.color = c
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}
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// Color returns the mask color of a sprite. Default is white.
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func (s *Sprite) Color() color.Color {
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return s.color
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}
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// SetTransform sets a "static" transform of a sprite. Setting a transform is equivalent to passing
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// the transform as the last parameter to Draw.
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//
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// sprite.SetTransform(transform)
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// sprite.Draw(camera)
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// // same as below
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// sprite.Draw(camera, tranform)
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func (s *Sprite) SetTransform(t Transform) {
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s.transform = t
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}
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// Transform returns the static transform of a sprite.
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func (s *Sprite) Transform() Transform {
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return s.transform
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}
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// Draw draws a sprite transformed by the supplied transforms applied in the reverse order.
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func (s *Sprite) Draw(t ...Transform) {
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mat := mgl32.Ident3()
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for i := range t {
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mat = mat.Mul3(t[i].Mat3())
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}
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mat = mat.Mul3(s.transform.Mat3())
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s.parent.Do(func(ctx pixelgl.Context) {
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r, g, b, a := colorToRGBA(s.color)
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ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
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ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
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s.va.Draw()
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})
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return &Sprite{NewShape(parent, picture, color.White, Position(0), va)}
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}
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// LineColor a line shape (with sharp ends) filled with a single color.
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type LineColor struct {
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parent pixelgl.Doer
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color color.Color
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a, b Vec
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width float64
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va *pixelgl.VertexArray
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*Shape
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a, b Vec
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width float64
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}
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// NewLineColor creates a new line shape between points A and B filled with a single color. Parent is an object
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// that this shape belongs to, such as a window, or a graphics effect.
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func NewLineColor(parent pixelgl.Doer, c color.Color, a, b Vec, width float64) *LineColor {
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lc := &LineColor{
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parent: parent,
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color: c,
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a: a,
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b: b,
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width: width,
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}
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var va *pixelgl.VertexArray
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parent.Do(func(ctx pixelgl.Context) {
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var err error
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lc.va, err = pixelgl.NewVertexArray(
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va, err = pixelgl.NewVertexArray(
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parent,
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ctx.Shader().VertexFormat(),
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pixelgl.DynamicUsage,
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@ -240,12 +244,12 @@ func NewLineColor(parent pixelgl.Doer, c color.Color, a, b Vec, width float64) *
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})
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for i := 0; i < 4; i++ {
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lc.va.SetVertexAttributeVec4(i, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
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lc.va.SetVertexAttributeVec2(i, pixelgl.TexCoord, mgl32.Vec2{-1, -1})
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va.SetVertexAttr(i, colorVec4, mgl32.Vec4{1, 1, 1, 1})
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va.SetVertexAttr(i, texCoordVec2, mgl32.Vec2{-1, -1})
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}
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lc := &LineColor{NewShape(parent, Picture{}, c, Position(0), va), a, b, width}
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lc.setPoints()
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return lc
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}
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@ -253,20 +257,10 @@ func NewLineColor(parent pixelgl.Doer, c color.Color, a, b Vec, width float64) *
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func (lc *LineColor) setPoints() {
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r := (lc.b - lc.a).Unit().Scaled(lc.width / 2).Rotated(math.Pi / 2)
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for i, p := range []Vec{lc.a - r, lc.a + r, lc.b - r, lc.b + r} {
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lc.va.SetVertexAttributeVec2(i, pixelgl.Position, mgl32.Vec2{float32(p.X()), float32(p.Y())})
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lc.va.SetVertexAttr(i, positionVec2, mgl32.Vec2{float32(p.X()), float32(p.Y())})
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}
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}
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// SetColor changes the color of a line.
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func (lc *LineColor) SetColor(c color.Color) {
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lc.color = c
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}
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// Color returns the current color of a line.
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func (lc *LineColor) Color() color.Color {
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return lc.color
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}
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// SetA changes the position of the first endpoint of a line.
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func (lc *LineColor) SetA(a Vec) {
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lc.a = a
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@ -300,43 +294,16 @@ func (lc *LineColor) Width() float64 {
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return lc.width
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}
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// Draw draws a line transformed by the supplied transforms applied in the reverse order.
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func (lc *LineColor) Draw(t ...Transform) {
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mat := mgl32.Ident3()
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for i := range t {
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mat = mat.Mul3(t[i].Mat3())
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}
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lc.parent.Do(func(ctx pixelgl.Context) {
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r, g, b, a := colorToRGBA(lc.color)
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ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
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ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
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})
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lc.va.Draw()
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}
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// Delete destroys a line shape and releases it's video memory. Do not use this shape after calling Delete.
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func (lc *LineColor) Delete() {
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lc.va.Delete()
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}
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// PolygonColor is a polygon shape filled with a single color.
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// PolygonColor is a convex polygon shape filled with a single color.
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type PolygonColor struct {
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parent pixelgl.Doer
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color color.Color
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*Shape
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points []Vec
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va *pixelgl.VertexArray
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}
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// NewPolygonColor creates a new polygon shape filled with a single color. Parent is an object that this shape belongs to,
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// such as a window, or a graphics effect.
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func NewPolygonColor(parent pixelgl.Doer, c color.Color, points ...Vec) *PolygonColor {
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pc := &PolygonColor{
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parent: parent,
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color: c,
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points: points,
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}
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var va *pixelgl.VertexArray
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var indices []int
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for i := 2; i < len(points); i++ {
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@ -345,7 +312,7 @@ func NewPolygonColor(parent pixelgl.Doer, c color.Color, points ...Vec) *Polygon
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parent.Do(func(ctx pixelgl.Context) {
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var err error
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pc.va, err = pixelgl.NewVertexArray(
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va, err = pixelgl.NewVertexArray(
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parent,
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ctx.Shader().VertexFormat(),
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pixelgl.DynamicUsage,
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@ -358,50 +325,25 @@ func NewPolygonColor(parent pixelgl.Doer, c color.Color, points ...Vec) *Polygon
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})
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for i, p := range points {
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pc.va.SetVertexAttributeVec2(
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i,
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pixelgl.Position,
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mgl32.Vec2{
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float32(p.X()),
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float32(p.Y()),
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},
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)
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pc.va.SetVertexAttributeVec4(
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i,
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pixelgl.Color,
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mgl32.Vec4{1, 1, 1, 1},
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)
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pc.va.SetVertexAttributeVec2(
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i,
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pixelgl.TexCoord,
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mgl32.Vec2{-1, -1},
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)
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va.SetVertexAttr(i, positionVec2, mgl32.Vec2{float32(p.X()), float32(p.Y())})
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va.SetVertexAttr(i, colorVec4, mgl32.Vec4{1, 1, 1, 1})
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va.SetVertexAttr(i, texCoordVec2, mgl32.Vec2{-1, -1})
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}
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return pc
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return &PolygonColor{NewShape(parent, Picture{}, c, Position(0), va), points}
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}
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// Count returns the number of points in a polygon.
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func (pc *PolygonColor) Count() int {
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// PointNum returns the number of points in a polygon.
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func (pc *PolygonColor) PointNum() int {
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return len(pc.points)
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}
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// SetColor changes the color of a polygon to c.
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func (pc *PolygonColor) SetColor(c color.Color) {
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pc.color = c
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}
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// Color returns the current color of a polygon.
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func (pc *PolygonColor) Color() color.Color {
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return pc.color
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}
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// SetPoint changes the position of a point in a polygon.
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//
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// If the index is out of range, this function panics.
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func (pc *PolygonColor) SetPoint(i int, point Vec) {
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pc.points[i] = point
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pc.va.SetVertexAttributeVec2(i, pixelgl.Position, mgl32.Vec2{float32(point.X()), float32(point.Y())})
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pc.va.SetVertexAttr(i, positionVec2, mgl32.Vec2{float32(point.X()), float32(point.Y())})
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}
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// Point returns the position of a point in a polygon.
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@ -411,34 +353,11 @@ func (pc *PolygonColor) Point(i int) Vec {
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return pc.points[i]
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}
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// Draw draws a polygon transformed by the supplied transforms applied in the reverse order.
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func (pc *PolygonColor) Draw(t ...Transform) {
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mat := mgl32.Ident3()
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for i := range t {
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mat = mat.Mul3(t[i].Mat3())
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}
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pc.parent.Do(func(ctx pixelgl.Context) {
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r, g, b, a := colorToRGBA(pc.color)
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ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
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ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
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})
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pc.va.Draw()
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}
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// Delete destroys a polygon shape and releases it's video memory. Do not use this shape after calling Delete.
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func (pc *PolygonColor) Delete() {
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pc.va.Delete()
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}
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// EllipseColor is an ellipse shape filled with a single color.
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type EllipseColor struct {
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parent pixelgl.Doer
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color color.Color
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*Shape
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radius Vec
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fill float64
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va *pixelgl.VertexArray
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}
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// NewEllipseColor creates a new ellipse shape filled with a single color. Parent is an object that this shape belongs to,
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@ -446,14 +365,9 @@ type EllipseColor struct {
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// be filled (from the outside). The value of 1 means that the whole ellipse is filled. The value of 0 means that none of the
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// ellipse is filled (which makes the ellipse invisible).
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func NewEllipseColor(parent pixelgl.Doer, c color.Color, radius Vec, fill float64) *EllipseColor {
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const n = 256
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var va *pixelgl.VertexArray
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ec := &EllipseColor{
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parent: parent,
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color: c,
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radius: radius,
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fill: fill,
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}
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const n = 256
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var indices []int
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for i := 2; i < (n+1)*2; i++ {
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@ -462,7 +376,7 @@ func NewEllipseColor(parent pixelgl.Doer, c color.Color, radius Vec, fill float6
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parent.Do(func(ctx pixelgl.Context) {
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var err error
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ec.va, err = pixelgl.NewVertexArray(
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va, err = pixelgl.NewVertexArray(
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parent,
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ctx.Shader().VertexFormat(),
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pixelgl.DynamicUsage,
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@ -477,85 +391,31 @@ func NewEllipseColor(parent pixelgl.Doer, c color.Color, radius Vec, fill float6
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for k := 0; k < n+1; k++ {
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i, j := k*2, k*2+1
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angle := math.Pi * 2 * float64(k%n) / n
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ec.va.SetVertexAttributeVec2(
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i,
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pixelgl.Position,
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mgl32.Vec2{
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float32(math.Cos(angle)),
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float32(math.Sin(angle)),
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},
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)
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ec.va.SetVertexAttributeVec4(
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i,
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pixelgl.Color,
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mgl32.Vec4{1, 1, 1, 1},
|
||||
)
|
||||
ec.va.SetVertexAttributeVec2(
|
||||
i,
|
||||
pixelgl.TexCoord,
|
||||
mgl32.Vec2{-1, -1},
|
||||
)
|
||||
ec.va.SetVertexAttributeVec2(
|
||||
j,
|
||||
pixelgl.Position,
|
||||
mgl32.Vec2{
|
||||
float32(math.Cos(angle) * (1 - fill)),
|
||||
float32(math.Sin(angle) * (1 - fill)),
|
||||
},
|
||||
)
|
||||
ec.va.SetVertexAttributeVec4(
|
||||
j,
|
||||
pixelgl.Color,
|
||||
mgl32.Vec4{1, 1, 1, 1},
|
||||
)
|
||||
ec.va.SetVertexAttributeVec2(
|
||||
j,
|
||||
pixelgl.TexCoord,
|
||||
mgl32.Vec2{-1, -1},
|
||||
)
|
||||
|
||||
va.SetVertexAttr(i, positionVec2, mgl32.Vec2{
|
||||
float32(math.Cos(angle) * radius.X()),
|
||||
float32(math.Sin(angle) * radius.Y()),
|
||||
})
|
||||
va.SetVertexAttr(i, colorVec4, mgl32.Vec4{1, 1, 1, 1})
|
||||
va.SetVertexAttr(i, texCoordVec2, mgl32.Vec2{-1, -1})
|
||||
|
||||
va.SetVertexAttr(j, positionVec2, mgl32.Vec2{
|
||||
float32(math.Cos(angle) * radius.X() * (1 - fill)),
|
||||
float32(math.Sin(angle) * radius.Y() * (1 - fill)),
|
||||
})
|
||||
va.SetVertexAttr(j, colorVec4, mgl32.Vec4{1, 1, 1, 1})
|
||||
va.SetVertexAttr(j, texCoordVec2, mgl32.Vec2{-1, -1})
|
||||
}
|
||||
|
||||
return ec
|
||||
return &EllipseColor{NewShape(parent, Picture{}, c, Position(0), va), radius, fill}
|
||||
}
|
||||
|
||||
// SetColor changes the color of an ellipse.
|
||||
func (ec *EllipseColor) SetColor(c color.Color) {
|
||||
ec.color = c
|
||||
}
|
||||
|
||||
// Color returns the current color of an ellipse.
|
||||
func (ec *EllipseColor) Color() color.Color {
|
||||
return ec.color
|
||||
}
|
||||
|
||||
// SetRadius sets the radius (which can be different in X and Y axis) of an ellipse.
|
||||
func (ec *EllipseColor) SetRadius(radius Vec) {
|
||||
ec.radius = radius
|
||||
}
|
||||
|
||||
// Radius returns the current radius of an ellipse.
|
||||
// Radius returns the radius of an ellipse.
|
||||
func (ec *EllipseColor) Radius() Vec {
|
||||
return ec.radius
|
||||
}
|
||||
|
||||
// Draw dras an ellipse transformed by the supplied transforms applied in the reverse order.
|
||||
func (ec *EllipseColor) Draw(t ...Transform) {
|
||||
mat := mgl32.Ident3()
|
||||
for i := range t {
|
||||
mat = mat.Mul3(t[i].Mat3())
|
||||
}
|
||||
mat = mat.Mul3(mgl32.Scale2D(float32(ec.radius.X()), float32(ec.radius.Y())))
|
||||
|
||||
ec.parent.Do(func(ctx pixelgl.Context) {
|
||||
r, g, b, a := colorToRGBA(ec.color)
|
||||
ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
|
||||
ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
|
||||
})
|
||||
|
||||
ec.va.Draw()
|
||||
}
|
||||
|
||||
// Delete destroys an ellipse shape and releases it's video memory. Do not use this shape after calling Delete.
|
||||
func (ec *EllipseColor) Delete() {
|
||||
ec.va.Delete()
|
||||
// Fill returns the fill ratio of an ellipse.
|
||||
func (ec *EllipseColor) Fill() float64 {
|
||||
return ec.fill
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue