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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Remove graphics.Drawer.DrawParts
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parent
f0356748be
commit
322d0f1924
@ -45,7 +45,7 @@ func drawText(context graphics.Context, str string, x, y, scale int, clr color.C
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geoMat.Translate(float64(x), float64(y))
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clrMat := matrix.IdentityColor()
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clrMat.Scale(clr)
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context.Texture(fontTextureId).DrawParts(parts, geoMat, clrMat)
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context.Texture(fontTextureId).Draw(parts, geoMat, clrMat)
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}
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func drawTextWithShadow(context graphics.Context, str string, x, y, scale int, clr color.Color) {
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@ -102,19 +102,29 @@ func (s *GameScene) Draw(context graphics.Context) {
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field := drawInfo.textures["empty"]
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geoMat := matrix.IdentityGeometry()
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geoMat.Scale(float64(fieldWidth)/float64(emptyWidth),
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geoMat.Scale(
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float64(fieldWidth)/float64(emptyWidth),
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float64(fieldHeight)/float64(emptyHeight))
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geoMat.Translate(20, 20) // magic number?
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colorMat := matrix.IdentityColor()
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colorMat.Scale(color.RGBA{0, 0, 0, 0x80})
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context.Texture(field).Draw(geoMat, colorMat)
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graphics.DrawWhole(
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context.Texture(field),
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emptyWidth,
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emptyHeight,
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geoMat,
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colorMat)
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geoMat = matrix.IdentityGeometry()
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geoMat.Translate(20, 20)
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s.field.Draw(context, geoMat)
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if s.currentPiece != nil {
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s.currentPiece.Draw(context, 20, 20,
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s.currentPieceX, s.currentPieceY, s.currentPieceAngle)
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s.currentPiece.Draw(
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context,
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20, 20,
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s.currentPieceX,
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s.currentPieceY,
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s.currentPieceAngle)
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}
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}
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@ -144,7 +144,7 @@ func drawBlocks(context graphics.Context, blocks [][]BlockType, geo matrix.Geome
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}
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}
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blocksTexture := drawInfo.textures["blocks"]
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context.Texture(blocksTexture).DrawParts(parts, geo, matrix.IdentityColor())
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context.Texture(blocksTexture).Draw(parts, geo, matrix.IdentityColor())
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}
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func (p *Piece) InitialPosition() (int, int) {
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@ -62,11 +62,21 @@ func (s *SceneManager) Draw(context graphics.Context) {
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context.ResetOffscreen()
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color := matrix.IdentityColor()
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context.RenderTarget(from).Draw(matrix.IdentityGeometry(), color)
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graphics.DrawWhole(
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context.RenderTarget(from),
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ScreenWidth,
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ScreenHeight,
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matrix.IdentityGeometry(),
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color)
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alpha := float64(s.transitionCount) / float64(transitionMaxCount)
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color.Elements[3][3] = alpha
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context.RenderTarget(to).Draw(matrix.IdentityGeometry(), color)
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graphics.DrawWhole(
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context.RenderTarget(to),
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ScreenWidth,
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ScreenHeight,
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matrix.IdentityGeometry(),
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color)
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}
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func (s *SceneManager) GoTo(scene Scene) {
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@ -57,7 +57,7 @@ func drawTitleBackground(context graphics.Context, c int) {
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geo := matrix.IdentityGeometry()
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geo.Translate(float64(dx), float64(dy))
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clr := matrix.IdentityColor()
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context.Texture(backgroundTextureId).DrawParts(parts, geo, clr)
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context.Texture(backgroundTextureId).Draw(parts, geo, clr)
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}
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func drawLogo(context graphics.Context, str string) {
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@ -18,13 +18,22 @@ type TexturePart struct {
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}
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type Drawer interface {
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Draw(geometryMatrix matrix.Geometry,
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colorMatrix matrix.Color)
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DrawParts(parts []TexturePart,
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Draw(parts []TexturePart,
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geometryMatrix matrix.Geometry,
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colorMatrix matrix.Color)
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}
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func DrawWhole(
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drawer Drawer,
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width, height int,
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geo matrix.Geometry,
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color matrix.Color) {
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parts := []TexturePart{
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{0, 0, Rect{0, 0, width, height}},
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}
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drawer.Draw(parts, geo, color)
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}
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type Context interface {
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Clear()
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Fill(r, g, b uint8)
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@ -6,17 +6,21 @@ import (
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)
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type Context struct {
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screenId graphics.RenderTargetId
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mainId graphics.RenderTargetId
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currentId graphics.RenderTargetId
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ids *ids
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screenScale int
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screenId graphics.RenderTargetId
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mainId graphics.RenderTargetId
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currentId graphics.RenderTargetId
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ids *ids
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screenWidth int
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screenHeight int
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screenScale int
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}
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func newContext(ids *ids, screenWidth, screenHeight, screenScale int) *Context {
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context := &Context{
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ids: ids,
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screenScale: screenScale,
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ids: ids,
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screenWidth: screenWidth,
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screenHeight: screenHeight,
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screenScale: screenScale,
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}
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mainRenderTarget := newRTWithCurrentFramebuffer(
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screenWidth*screenScale,
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@ -37,25 +41,29 @@ func newContext(ids *ids, screenWidth, screenHeight, screenScale int) *Context {
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return context
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}
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func (context *Context) Dispose() {
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func (c *Context) Dispose() {
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// TODO: remove main framebuffer?
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context.ids.deleteRenderTarget(context.screenId)
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c.ids.deleteRenderTarget(c.screenId)
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}
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func (context *Context) Update(draw func(graphics.Context)) {
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context.ResetOffscreen()
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context.Clear()
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func (c *Context) Update(draw func(graphics.Context)) {
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c.ResetOffscreen()
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c.Clear()
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draw(context)
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draw(c)
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context.SetOffscreen(context.mainId)
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context.Clear()
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c.SetOffscreen(c.mainId)
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c.Clear()
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scale := float64(context.screenScale)
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geometryMatrix := matrix.IdentityGeometry()
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geometryMatrix.Scale(scale, scale)
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context.RenderTarget(context.screenId).Draw(
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geometryMatrix, matrix.IdentityColor())
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scale := float64(c.screenScale)
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geo := matrix.IdentityGeometry()
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geo.Scale(scale, scale)
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graphics.DrawWhole(
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c.RenderTarget(c.screenId),
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c.screenWidth,
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c.screenHeight,
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geo,
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matrix.IdentityColor())
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flush()
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}
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@ -76,12 +84,12 @@ func (c *Context) RenderTarget(id graphics.RenderTargetId) graphics.Drawer {
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return &TextureWithContext{c.ids.toTexture(id), c}
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}
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func (context *Context) ResetOffscreen() {
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context.currentId = context.screenId
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func (c *Context) ResetOffscreen() {
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c.currentId = c.screenId
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}
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func (context *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) {
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context.currentId = renderTargetId
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func (c *Context) SetOffscreen(renderTargetId graphics.RenderTargetId) {
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c.currentId = renderTargetId
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}
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type TextureWithContext struct {
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@ -89,13 +97,9 @@ type TextureWithContext struct {
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context *Context
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}
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func (t *TextureWithContext) Draw(geo matrix.Geometry, color matrix.Color) {
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t.context.ids.drawTexture(t.context.currentId, t.id, geo, color)
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}
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func (t *TextureWithContext) DrawParts(
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func (t *TextureWithContext) Draw(
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parts []graphics.TexturePart,
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geo matrix.Geometry,
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color matrix.Color) {
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t.context.ids.drawTextureParts(t.context.currentId, t.id, parts, geo, color)
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t.context.ids.drawTexture(t.context.currentId, t.id, parts, geo, color)
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}
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@ -9,8 +9,7 @@ import (
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var idsInstance *ids = newIds()
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func CreateContext(
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screenWidth, screenHeight, screenScale int) *Context {
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func NewContext(screenWidth, screenHeight, screenScale int) *Context {
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return newContext(idsInstance, screenWidth, screenHeight, screenScale)
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}
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@ -135,18 +134,6 @@ func (i *ids) fillRenderTarget(id graphics.RenderTargetId, r, g, b uint8) {
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}
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func (i *ids) drawTexture(
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target graphics.RenderTargetId,
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id graphics.TextureId,
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geo matrix.Geometry,
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color matrix.Color) {
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texture := i.textureAt(id)
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parts := []graphics.TexturePart{
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{0, 0, graphics.Rect{0, 0, texture.width, texture.height}},
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}
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i.renderTargetAt(target).drawTexture(texture, parts, geo, color)
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}
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func (i *ids) drawTextureParts(
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target graphics.RenderTargetId,
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id graphics.TextureId,
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parts []graphics.TexturePart, geo matrix.Geometry, color matrix.Color) {
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@ -69,7 +69,7 @@ func (w *GameWindow) run(sharedGLContext *C.NSOpenGLContext) {
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close(ch)
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C.UseGLContext(glContext)
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context := opengl.CreateContext(
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context := opengl.NewContext(
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w.screenWidth, w.screenHeight, w.screenScale)
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C.UnuseGLContext()
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