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https://github.com/hajimehoshi/ebiten.git
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ebiten: Use the term 'sub-image' instead of subimage
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parent
75d34ab585
commit
434c58e8b3
10
image.go
10
image.go
@ -86,7 +86,7 @@ func (i *Image) Fill(clr color.Color) error {
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// TODO: Implement this.
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// TODO: Implement this.
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if i.isSubImage() {
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if i.isSubImage() {
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panic("ebiten: render to a subimage is not implemented (Fill)")
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panic("ebiten: render to a sub-image is not implemented (Fill)")
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}
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}
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i.buffered.Fill(color.RGBAModel.Convert(clr).(color.RGBA))
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i.buffered.Fill(color.RGBAModel.Convert(clr).(color.RGBA))
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@ -193,7 +193,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) error {
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// TODO: Implement this.
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// TODO: Implement this.
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if i.isSubImage() {
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if i.isSubImage() {
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panic("ebiten: render to a subimage is not implemented (DrawImage)")
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panic("ebiten: render to a sub-image is not implemented (DrawImage)")
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}
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}
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// Calculate vertices before locking because the user can do anything in
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// Calculate vertices before locking because the user can do anything in
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@ -347,7 +347,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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}
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}
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if i.isSubImage() {
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if i.isSubImage() {
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panic("ebiten: render to a subimage is not implemented (DrawTriangles)")
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panic("ebiten: render to a sub-image is not implemented (DrawTriangles)")
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}
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}
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if len(indices)%3 != 0 {
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if len(indices)%3 != 0 {
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@ -442,7 +442,7 @@ func (i *Image) DrawRectangleWithShader(width, height int, shader *Shader, optio
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// TODO: Implement this.
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// TODO: Implement this.
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if i.isSubImage() {
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if i.isSubImage() {
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panic("ebiten: render to a subimage is not implemented (DrawRectangleWithShader)")
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panic("ebiten: render to a sub-image is not implemented (DrawRectangleWithShader)")
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}
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}
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if options == nil {
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if options == nil {
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@ -518,7 +518,7 @@ func (i *Image) DrawTrianglesWithShader(vertices []Vertex, indices []uint16, sha
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}
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}
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if i.isSubImage() {
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if i.isSubImage() {
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panic("ebiten: render to a subimage is not implemented (DrawTrianglesWithShader)")
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panic("ebiten: render to a sub-image is not implemented (DrawTrianglesWithShader)")
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}
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}
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if len(indices)%3 != 0 {
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if len(indices)%3 != 0 {
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