255 lines
6.5 KiB
Go
255 lines
6.5 KiB
Go
package pixel
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import (
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"fmt"
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"image/color"
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)
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// TrianglesData specifies a list of Triangles vertices with three common properties: Position,
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// Color and Texture.
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type TrianglesData []struct {
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Position Vec
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Color NRGBA
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Texture Vec
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}
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// Len returns the number of vertices in TrianglesData.
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func (td *TrianglesData) Len() int {
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return len(*td)
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}
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// Draw is unimplemented for TrianglesData and panics.
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func (td *TrianglesData) Draw() {
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panic(fmt.Errorf("%T.Draw: invalid operation", td))
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}
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// Update copies vertex properties from the supplied Triangles into this TrianglesData.
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//
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// TrianglesPosition, TrianglesColor and TrianglesTexture are supported.
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func (td *TrianglesData) Update(t Triangles) {
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if t.Len() > td.Len() {
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*td = append(*td, make(TrianglesData, t.Len()-td.Len())...)
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}
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if t.Len() < td.Len() {
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*td = (*td)[:t.Len()]
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}
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// fast path optimization
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if t, ok := t.(*TrianglesData); ok {
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copy(*td, *t)
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return
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}
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if t, ok := t.(*TrianglesColorData); ok {
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for i := range *td {
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(*td)[i].Position = (*t)[i].Position
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(*td)[i].Color = (*t)[i].Color
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}
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return
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}
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if t, ok := t.(*TrianglesTextureData); ok {
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for i := range *td {
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(*td)[i].Position = (*t)[i].Position
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(*td)[i].Texture = (*t)[i].Texture
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}
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return
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}
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// slow path manual copy
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if t, ok := t.(TrianglesPosition); ok {
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for i := range *td {
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(*td)[i].Position = t.Position(i)
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}
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}
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if t, ok := t.(TrianglesColor); ok {
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for i := range *td {
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(*td)[i].Color = NRGBAModel.Convert(t.Color(i)).(NRGBA)
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}
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}
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if t, ok := t.(TrianglesTexture); ok {
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for i := range *td {
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(*td)[i].Texture = t.Texture(i)
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}
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}
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}
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// Position returns the position property of i-th vertex.
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func (td *TrianglesData) Position(i int) Vec {
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return (*td)[i].Position
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}
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// Color returns the color property of i-th vertex.
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func (td *TrianglesData) Color(i int) color.Color {
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return (*td)[i].Color
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}
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// Texture returns the texture property of i-th vertex.
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func (td *TrianglesData) Texture(i int) Vec {
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return (*td)[i].Texture
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}
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// TrianglesColorData is same as TrianglesData, except is lacks Texture property.
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type TrianglesColorData TrianglesData
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// Len returns the number of vertices in TrianglesColorData.
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func (td *TrianglesColorData) Len() int {
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return (*TrianglesData)(td).Len()
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}
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// Draw is unimplemented for TrianglesColorData and panics.
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func (td *TrianglesColorData) Draw() {
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(*TrianglesData)(td).Draw()
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}
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// Update copies vertex properties from the supplied Triangles into this TrianglesColorData.
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func (td *TrianglesColorData) Update(t Triangles) {
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(*TrianglesData)(td).Update(t)
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}
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// Position returns the position property of i-th vertex.
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func (td *TrianglesColorData) Position(i int) Vec {
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return (*TrianglesData)(td).Position(i)
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}
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// Color returns the color property of i-th vertex.
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func (td *TrianglesColorData) Color(i int) color.Color {
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return (*TrianglesData)(td).Color(i)
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}
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// TrianglesTextureData is same as TrianglesData, except is lacks Color property.
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type TrianglesTextureData TrianglesData
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// Len returns the number of vertices in TrianglesTextureData.
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func (td *TrianglesTextureData) Len() int {
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return (*TrianglesData)(td).Len()
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}
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// Draw is unimplemented for TrianglesTextureData and panics.
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func (td *TrianglesTextureData) Draw() {
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(*TrianglesData)(td).Draw()
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}
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// Update copies vertex properties from the supplied Triangles into this TrianglesTextureData.
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func (td *TrianglesTextureData) Update(t Triangles) {
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(*TrianglesData)(td).Update(t)
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}
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// Position returns the position property of i-th vertex.
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func (td *TrianglesTextureData) Position(i int) Vec {
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return (*TrianglesData)(td).Position(i)
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}
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// Texture returns the texture property of i-th vertex.
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func (td *TrianglesTextureData) Texture(i int) Vec {
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return (*TrianglesData)(td).Texture(i)
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}
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// TrianglesDrawer is a helper type that wraps Triangles and turns them into a Drawer.
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//
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// It does so by creating a separate Triangles instance for each Target. The instances are
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// correctly updated alongside the wrapped Triangles.
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type TrianglesDrawer struct {
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Triangles
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tris map[Target]Triangles
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dirty bool
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}
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func (td *TrianglesDrawer) flush() {
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if !td.dirty {
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return
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}
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td.dirty = false
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for _, t := range td.tris {
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t.Update(td.Triangles)
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}
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}
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// Draw draws the wrapped Triangles onto the provided Target.
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func (td *TrianglesDrawer) Draw(target Target) {
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if td.tris == nil {
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td.tris = make(map[Target]Triangles)
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}
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td.flush()
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tri := td.tris[target]
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if tri == nil {
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tri = target.MakeTriangles(td.Triangles)
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td.tris[target] = tri
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}
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tri.Draw()
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}
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// Update updates the wrapped Triangles with the supplied Triangles. Call only this method to
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// update the wrapped Triangles, otherwise the TrianglesDrawer will not work correctly.
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func (td *TrianglesDrawer) Update(t Triangles) {
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td.dirty = true
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td.Triangles.Update(t)
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}
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// Sprite is a picture, positioned somewhere, with an optional mask color.
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type Sprite struct {
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td TrianglesDrawer
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pic *Picture
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transform []Transform
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maskColor color.Color
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}
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// NewSprite creates a Sprite with the supplied Picture. The dimensions of the returned Sprite match
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// the dimensions of the Picture.
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func NewSprite(pic *Picture) *Sprite {
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s := &Sprite{
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td: TrianglesDrawer{Triangles: &TrianglesTextureData{}},
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}
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s.SetPicture(pic)
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return s
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}
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// SetPicture changes the Picture of the Sprite and resizes it accordingly.
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func (s *Sprite) SetPicture(pic *Picture) {
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w, h := pic.Bounds().Size.XY()
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s.td.Update(&TrianglesTextureData{
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{Position: V(0, 0), Texture: V(0, 0)},
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{Position: V(w, 0), Texture: V(1, 0)},
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{Position: V(w, h), Texture: V(1, 1)},
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{Position: V(0, 0), Texture: V(0, 0)},
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{Position: V(w, h), Texture: V(1, 1)},
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{Position: V(0, h), Texture: V(0, 1)},
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})
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s.pic = pic
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}
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// Picture returns the current Picture of the Sprite.
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func (s *Sprite) Picture() *Picture {
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return s.pic
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}
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// SetTransform sets a chain of Transforms that will be applied to this Sprite in reverse order.
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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 current chain of Transforms that this Sprite is transformed by.
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func (s *Sprite) Transform() []Transform {
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return s.transform
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}
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// SetMaskColor changes the mask color of the Sprite.
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func (s *Sprite) SetMaskColor(c color.Color) {
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s.maskColor = c
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}
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// MaskColor returns the current mask color of the Sprite.
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func (s *Sprite) MaskColor() color.Color {
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return s.maskColor
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}
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// Draw draws the Sprite onto the provided Target.
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func (s *Sprite) Draw(target Target) {
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target.SetPicture(s.pic)
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target.SetTransform(s.transform...)
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target.SetMaskColor(s.maskColor)
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s.td.Draw(target)
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}
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