Merge branch 'master' into clipTris
This commit is contained in:
commit
6c717101a7
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@ -108,8 +108,9 @@ Here's the list of the main features in Pixel. Although Pixel is still under hea
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## Related repositories
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Here are some packages which use Pixel:
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- [TilePix](https://github.com/bcvery1/tilepix) Makes handling TMX files built with [Tiled](https://www.mapeditor.org/)
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trivially easy to work with using Pixel.
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- [TilePix](https://github.com/bcvery1/tilepix) Makes handling TMX files built with [Tiled](https://www.mapeditor.org/) trivially easy to work with using Pixel.
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- [spriteplus](https://github.com/cebarks/spriteplus) Basic `SpriteSheet` and `Animation` implementations
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- [pixelutils](https://github.com/dusk125/pixelutils) Variety of game related utilities (sprite packer, id generator, ticker, sprite loader, voronoia diagrams)
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## Missing features
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8
data.go
8
data.go
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@ -8,17 +8,15 @@ import (
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"math"
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)
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var (
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// zeroValueTriangleData is the default value of a TriangleData element
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zeroValueTriangleData = struct {
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// zeroValueTriangleData is the default value of a TriangleData element
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var zeroValueTriangleData = struct {
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Position Vec
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Color RGBA
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Picture Vec
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Intensity float64
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ClipRect Rect
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IsClipped bool
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}{Color: RGBA{1, 1, 1, 1}}
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)
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}{Color: RGBA{1, 1, 1, 1}}
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// TrianglesData specifies a list of Triangles vertices with three common properties:
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// TrianglesPosition, TrianglesColor and TrianglesPicture.
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@ -1236,7 +1236,8 @@ func TestLine_Intersect(t *testing.T) {
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args: args{k: pixel.L(pixel.V(0, 1), pixel.V(10, 11))},
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want: pixel.ZV,
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want1: false,
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}, {
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},
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{
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name: "Lines intersect",
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fields: fields{A: pixel.V(600, 600), B: pixel.V(925, 150)},
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args: args{k: pixel.L(pixel.V(740, 255), pixel.V(925, 255))},
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@ -128,9 +128,9 @@ func (imd *IMDraw) Draw(t pixel.Target) {
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// Push adds some points to the IM queue. All Pushed points will have the same properties except for
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// the position.
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func (imd *IMDraw) Push(pts ...pixel.Vec) {
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//Assert that Color is of type pixel.RGBA,
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// Assert that Color is of type pixel.RGBA,
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if _, ok := imd.Color.(pixel.RGBA); !ok {
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//otherwise cast it
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// otherwise cast it
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imd.Color = pixel.ToRGBA(imd.Color)
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}
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opts := point{
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@ -12,9 +12,9 @@ import (
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"github.com/faiface/pixel/pixelgl"
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)
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var (
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// onePixelImage is the byte representation of a 1x1 solid white png file
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onePixelImage = []byte{137, 80, 78, 71, 13, 10, 26, 10, 0, 0, 0, 13, 73, 72, 68, 82, 0, 0, 0, 1, 0, 0, 0, 1, 8, 2,
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// onePixelImage is the byte representation of a 1x1 solid white png file
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var onePixelImage = []byte{
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137, 80, 78, 71, 13, 10, 26, 10, 0, 0, 0, 13, 73, 72, 68, 82, 0, 0, 0, 1, 0, 0, 0, 1, 8, 2,
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0, 0, 0, 144, 119, 83, 222, 0, 0, 1, 130, 105, 67, 67, 80, 73, 67, 67, 32, 112, 114, 111, 102, 105, 108, 101, 0,
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0, 40, 145, 125, 145, 59, 72, 3, 65, 20, 69, 143, 73, 68, 17, 37, 133, 41, 68, 44, 182, 80, 43, 5, 81, 17, 75,
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141, 66, 16, 34, 132, 168, 96, 212, 194, 221, 141, 137, 66, 118, 13, 187, 9, 54, 150, 130, 109, 192, 194, 79,
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@ -35,8 +35,8 @@ var (
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120, 165, 63, 118, 0, 0, 0, 7, 116, 73, 77, 69, 7, 227, 4, 15, 10, 5, 36, 189, 4, 224, 88, 0, 0, 0, 25, 116, 69,
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88, 116, 67, 111, 109, 109, 101, 110, 116, 0, 67, 114, 101, 97, 116, 101, 100, 32, 119, 105, 116, 104, 32, 71,
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73, 77, 80, 87, 129, 14, 23, 0, 0, 0, 12, 73, 68, 65, 84, 8, 215, 99, 120, 241, 226, 61, 0, 5, 123, 2, 192, 194,
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77, 211, 95, 0, 0, 0, 0, 73, 69, 78, 68, 174, 66, 96, 130}
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)
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77, 211, 95, 0, 0, 0, 0, 73, 69, 78, 68, 174, 66, 96, 130,
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}
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func TestMain(m *testing.M) {
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pixelgl.Run(func() {
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@ -133,7 +133,7 @@ func (c *Canvas) SetBounds(bounds pixel.Rect) {
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c.sprite = pixel.NewSprite(nil, pixel.Rect{})
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}
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c.sprite.Set(c, c.Bounds())
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//c.sprite.SetMatrix(pixel.IM.Moved(c.Bounds().Center()))
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// c.sprite.SetMatrix(pixel.IM.Moved(c.Bounds().Center()))
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}
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// Bounds returns the rectangular bounds of the Canvas.
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@ -42,11 +42,11 @@ const (
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)
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var defaultCanvasVertexFormat = glhf.AttrFormat{
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canvasPosition: {Name: "aPosition", Type: glhf.Vec2},
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canvasColor: {Name: "aColor", Type: glhf.Vec4},
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canvasTexCoords: {Name: "aTexCoords", Type: glhf.Vec2},
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canvasIntensity: {Name: "aIntensity", Type: glhf.Float},
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canvasClip: {Name: "aClipRect", Type: glhf.Vec4},
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canvasPosition: glhf.Attr{Name: "aPosition", Type: glhf.Vec2},
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canvasColor: glhf.Attr{Name: "aColor", Type: glhf.Vec4},
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canvasTexCoords: glhf.Attr{Name: "aTexCoords", Type: glhf.Vec2},
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canvasIntensity: glhf.Attr{Name: "aIntensity", Type: glhf.Float},
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canvasClip: glhf.Attr{Name: "aClipRect", Type: glhf.Vec4},
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}
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// Sets up a base shader with everything needed for a Pixel
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@ -71,13 +71,14 @@ func NewGLShader(fragmentShader string) *GLShader {
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// Update reinitialize GLShader data and recompile the underlying gl shader object
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func (gs *GLShader) Update() {
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gs.uf = nil
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for _, u := range gs.uniforms {
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gs.uf = append(gs.uf, glhf.Attr{
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Name: u.Name,
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Type: u.Type,
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})
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gs.uf = make([]glhf.Attr, len(gs.uniforms))
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for idx := range gs.uniforms {
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gs.uf[idx] = glhf.Attr{
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Name: gs.uniforms[idx].Name,
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Type: gs.uniforms[idx].Type,
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}
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}
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var shader *glhf.Shader
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mainthread.Call(func() {
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var err error
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@ -13,14 +13,14 @@ func (w *Window) Pressed(button Button) bool {
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return w.currInp.buttons[button]
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}
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// JustPressed returns whether the Button has just been pressed down.
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// JustPressed returns whether the Button has been pressed in the last frame.
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func (w *Window) JustPressed(button Button) bool {
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return w.currInp.buttons[button] && !w.prevInp.buttons[button]
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return w.pressEvents[button]
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}
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// JustReleased returns whether the Button has just been released up.
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// JustReleased returns whether the Button has been released in the last frame.
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func (w *Window) JustReleased(button Button) bool {
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return !w.currInp.buttons[button] && w.prevInp.buttons[button]
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return w.releaseEvents[button]
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}
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// Repeated returns whether a repeat event has been triggered on button.
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@ -362,8 +362,10 @@ func (w *Window) initInput() {
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w.window.SetMouseButtonCallback(func(_ *glfw.Window, button glfw.MouseButton, action glfw.Action, mod glfw.ModifierKey) {
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switch action {
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case glfw.Press:
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w.tempPressEvents[Button(button)] = true
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w.tempInp.buttons[Button(button)] = true
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case glfw.Release:
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w.tempReleaseEvents[Button(button)] = true
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w.tempInp.buttons[Button(button)] = false
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}
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})
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}
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switch action {
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case glfw.Press:
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w.tempPressEvents[Button(key)] = true
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w.tempInp.buttons[Button(key)] = true
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case glfw.Release:
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w.tempReleaseEvents[Button(key)] = true
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w.tempInp.buttons[Button(key)] = false
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case glfw.Repeat:
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w.tempInp.repeat[Button(key)] = true
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w.prevInp = w.currInp
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w.currInp = w.tempInp
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w.pressEvents = w.tempPressEvents
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w.releaseEvents = w.tempReleaseEvents
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// Clear last frame's temporary status
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w.tempPressEvents = [KeyLast + 1]bool{}
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w.tempReleaseEvents = [KeyLast + 1]bool{}
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w.tempInp.repeat = [KeyLast + 1]bool{}
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w.tempInp.scroll = pixel.ZV
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w.tempInp.typed = ""
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@ -100,6 +100,9 @@ type Window struct {
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typed string
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}
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pressEvents, tempPressEvents [KeyLast + 1]bool
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releaseEvents, tempReleaseEvents [KeyLast + 1]bool
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prevJoy, currJoy, tempJoy joystickState
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}
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w.UpdateInput()
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}
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// ClipboardText returns the current value of the systems clipboard.
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func (w *Window) ClipboardText() string {
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return w.window.GetClipboardString()
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}
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// SetClipboardText passes the given string to the underlying glfw window to set the
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// systems clipboard.
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func (w *Window) SetClipboardText(text string) {
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w.window.SetClipboardString(text)
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}
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// SwapBuffers swaps buffers. Call this to swap buffers without polling window events.
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// Note that Update invokes SwapBuffers.
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func (w *Window) SwapBuffers() {
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@ -76,7 +76,7 @@ func BenchmarkTextWrite(b *testing.B) {
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b.Run(fmt.Sprintf("%d", len(chunk)), func(b *testing.B) {
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txt := text.New(pixel.ZV, atlas)
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for i := 0; i < b.N; i++ {
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txt.Write(chunk)
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_, _ = txt.Write(chunk)
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}
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})
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}
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