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https://github.com/hajimehoshi/ebiten.git
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vector: rename functions
Fill* was confusing especially when the color is a transparent color. Closes #2403
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@ -44,16 +44,16 @@ func DrawLine(dst *ebiten.Image, x1, y1, x2, y2 float64, clr color.Color) {
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//
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//
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// DrawRect is intended to be used mainly for debugging or prototyping purpose.
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// DrawRect is intended to be used mainly for debugging or prototyping purpose.
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//
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//
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// Deprecated: as of v2.5. Use vector.FillRect instead.
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// Deprecated: as of v2.5. Use vector.DrawFilledRect instead.
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func DrawRect(dst *ebiten.Image, x, y, width, height float64, clr color.Color) {
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func DrawRect(dst *ebiten.Image, x, y, width, height float64, clr color.Color) {
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vector.FillRect(dst, float32(x), float32(y), float32(width), float32(height), clr)
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vector.DrawFilledRect(dst, float32(x), float32(y), float32(width), float32(height), clr)
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}
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}
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// DrawCircle draws a circle on given destination dst.
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// DrawCircle draws a circle on given destination dst.
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//
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//
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// DrawCircle is intended to be used mainly for debugging or prototyping purpose.
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// DrawCircle is intended to be used mainly for debugging or prototyping purpose.
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//
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//
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// Deprecated: as of v2.5. Use vector.FillCircle instead.
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// Deprecated: as of v2.5. Use vector.DrawFilledCircle instead.
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func DrawCircle(dst *ebiten.Image, cx, cy, r float64, clr color.Color) {
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func DrawCircle(dst *ebiten.Image, cx, cy, r float64, clr color.Color) {
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vector.FillCircle(dst, float32(cx), float32(cy), float32(r), clr)
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vector.DrawFilledCircle(dst, float32(cx), float32(cy), float32(r), clr)
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}
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}
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@ -339,13 +339,13 @@ func (p *Player) seekBarIfNeeded() error {
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func (p *Player) draw(screen *ebiten.Image) {
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func (p *Player) draw(screen *ebiten.Image) {
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// Draw the bar.
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// Draw the bar.
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x, y, w, h := playerBarRect()
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x, y, w, h := playerBarRect()
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vector.FillRect(screen, float32(x), float32(y), float32(w), float32(h), playerBarColor)
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vector.DrawFilledRect(screen, float32(x), float32(y), float32(w), float32(h), playerBarColor)
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// Draw the cursor on the bar.
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// Draw the cursor on the bar.
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c := p.current
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c := p.current
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cx := float32(x) + float32(w)*float32(p.current)/float32(p.total)
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cx := float32(x) + float32(w)*float32(p.current)/float32(p.total)
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cy := float32(y) + float32(h)/2
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cy := float32(y) + float32(h)/2
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vector.FillCircle(screen, cx, cy, 12, playerCurrentColor)
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vector.DrawFilledCircle(screen, cx, cy, 12, playerCurrentColor)
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// Compose the curren time text.
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// Compose the curren time text.
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m := (c / time.Minute) % 100
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m := (c / time.Minute) % 100
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@ -107,7 +107,7 @@ func init() {
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}
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}
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func drawWindow(r *ebiten.Image, x, y, width, height int) {
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func drawWindow(r *ebiten.Image, x, y, width, height int) {
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vector.FillRect(r, float32(x), float32(y), float32(width), float32(height), color.RGBA{0, 0, 0, 0xc0})
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vector.DrawFilledRect(r, float32(x), float32(y), float32(width), float32(height), color.RGBA{0, 0, 0, 0xc0})
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}
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}
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var fontColor = color.NRGBA{0x40, 0x40, 0xff, 0xff}
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var fontColor = color.NRGBA{0x40, 0x40, 0xff, 0xff}
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@ -51,7 +51,7 @@ func (g *Game) Update() error {
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func (g *Game) Draw(screen *ebiten.Image) {
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func (g *Game) Draw(screen *ebiten.Image) {
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for r, c := range g.gridColors {
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for r, c := range g.gridColors {
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vector.FillRect(screen, float32(r.Min.X), float32(r.Min.Y), float32(r.Dx()), float32(r.Dy()), c)
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vector.DrawFilledRect(screen, float32(r.Min.X), float32(r.Min.Y), float32(r.Dx()), float32(r.Dy()), c)
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}
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}
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switch ebiten.CursorShape() {
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switch ebiten.CursorShape() {
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@ -150,7 +150,7 @@ func init() {
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for i, k := range whiteKeys {
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for i, k := range whiteKeys {
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x := i*keyWidth + 36
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x := i*keyWidth + 36
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height := 112
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height := 112
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vector.FillRect(pianoImage, float32(x), float32(y), float32(keyWidth-1), float32(height), color.White)
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vector.DrawFilledRect(pianoImage, float32(x), float32(y), float32(keyWidth-1), float32(height), color.White)
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text.Draw(pianoImage, k, arcadeFont, x+8, y+height-8, color.Black)
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text.Draw(pianoImage, k, arcadeFont, x+8, y+height-8, color.Black)
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}
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}
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@ -161,7 +161,7 @@ func init() {
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}
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}
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x := i*keyWidth + 24
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x := i*keyWidth + 24
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height := 64
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height := 64
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vector.FillRect(pianoImage, float32(x), float32(y), float32(keyWidth-1), float32(height), color.Black)
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vector.DrawFilledRect(pianoImage, float32(x), float32(y), float32(keyWidth-1), float32(height), color.Black)
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text.Draw(pianoImage, k, arcadeFont, x+8, y+height-8, color.White)
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text.Draw(pianoImage, k, arcadeFont, x+8, y+height-8, color.White)
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}
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}
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}
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}
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@ -267,8 +267,8 @@ func (g *Game) Draw(screen *ebiten.Image) {
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}
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}
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// Draw player as a rect
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// Draw player as a rect
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vector.FillRect(screen, float32(g.px)-2, float32(g.py)-2, 4, 4, color.Black)
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vector.DrawFilledRect(screen, float32(g.px)-2, float32(g.py)-2, 4, 4, color.Black)
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vector.FillRect(screen, float32(g.px)-1, float32(g.py)-1, 2, 2, color.RGBA{255, 100, 100, 255})
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vector.DrawFilledRect(screen, float32(g.px)-1, float32(g.py)-1, 2, 2, color.RGBA{255, 100, 100, 255})
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if g.showRays {
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if g.showRays {
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ebitenutil.DebugPrintAt(screen, "R: hide rays", padding, 0)
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ebitenutil.DebugPrintAt(screen, "R: hide rays", padding, 0)
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@ -48,10 +48,10 @@ func (g *Game) Draw(screen *ebiten.Image) {
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vector.StrokeLine(screen, 50, 150, 50, 350, 1, color.RGBA{0xff, 0xff, 0x00, 0xff})
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vector.StrokeLine(screen, 50, 150, 50, 350, 1, color.RGBA{0xff, 0xff, 0x00, 0xff})
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vector.StrokeLine(screen, 50, 100+cf, 200+cf, 250, 4, color.RGBA{0x00, 0xff, 0xff, 0xff})
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vector.StrokeLine(screen, 50, 100+cf, 200+cf, 250, 4, color.RGBA{0x00, 0xff, 0xff, 0xff})
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vector.FillRect(screen, 50+cf, 50+cf, 100+cf, 100+cf, color.RGBA{0x80, 0x80, 0x80, 0xc0})
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vector.DrawFilledRect(screen, 50+cf, 50+cf, 100+cf, 100+cf, color.RGBA{0x80, 0x80, 0x80, 0xc0})
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vector.StrokeRect(screen, 300-cf, 50, 120, 120, 10+cf/4, color.RGBA{0x00, 0x80, 0x00, 0xff})
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vector.StrokeRect(screen, 300-cf, 50, 120, 120, 10+cf/4, color.RGBA{0x00, 0x80, 0x00, 0xff})
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vector.FillCircle(screen, 400, 400, 100, color.RGBA{0x80, 0x00, 0x80, 0x80})
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vector.DrawFilledCircle(screen, 400, 400, 100, color.RGBA{0x80, 0x00, 0x80, 0x80})
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vector.StrokeCircle(screen, 400, 400, 10+cf, 10+cf/2, color.RGBA{0xff, 0x80, 0xff, 0xff})
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vector.StrokeCircle(screen, 400, 400, 10+cf, 10+cf/2, color.RGBA{0xff, 0x80, 0xff, 0xff})
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS()))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS()))
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@ -175,9 +175,9 @@ func (g *Game) Update() error {
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func (g *Game) Draw(screen *ebiten.Image) {
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func (g *Game) Draw(screen *ebiten.Image) {
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for _, v := range g.snakeBody {
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for _, v := range g.snakeBody {
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vector.FillRect(screen, float32(v.X*gridSize), float32(v.Y*gridSize), gridSize, gridSize, color.RGBA{0x80, 0xa0, 0xc0, 0xff})
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vector.DrawFilledRect(screen, float32(v.X*gridSize), float32(v.Y*gridSize), gridSize, gridSize, color.RGBA{0x80, 0xa0, 0xc0, 0xff})
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}
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}
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vector.FillRect(screen, float32(g.apple.X*gridSize), float32(g.apple.Y*gridSize), gridSize, gridSize, color.RGBA{0xFF, 0x00, 0x00, 0xff})
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vector.DrawFilledRect(screen, float32(g.apple.X*gridSize), float32(g.apple.Y*gridSize), gridSize, gridSize, color.RGBA{0xFF, 0x00, 0x00, 0xff})
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if g.moveDirection == dirNone {
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if g.moveDirection == dirNone {
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ebitenutil.DebugPrint(screen, fmt.Sprintf("Press up/down/left/right to start"))
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ebitenutil.DebugPrint(screen, fmt.Sprintf("Press up/down/left/right to start"))
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@ -96,13 +96,13 @@ func (g *Game) Draw(screen *ebiten.Image) {
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{
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{
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const x, y = 20, 40
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const x, y = 20, 40
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b := text.BoundString(mplusNormalFont, sampleText)
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b := text.BoundString(mplusNormalFont, sampleText)
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vector.FillRect(screen, float32(b.Min.X+x), float32(b.Min.Y+y), float32(b.Dx()), float32(b.Dy()), gray)
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vector.DrawFilledRect(screen, float32(b.Min.X+x), float32(b.Min.Y+y), float32(b.Dx()), float32(b.Dy()), gray)
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text.Draw(screen, sampleText, mplusNormalFont, x, y, color.White)
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text.Draw(screen, sampleText, mplusNormalFont, x, y, color.White)
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}
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}
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{
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{
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const x, y = 20, 140
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const x, y = 20, 140
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b := text.BoundString(mplusBigFont, sampleText)
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b := text.BoundString(mplusBigFont, sampleText)
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vector.FillRect(screen, float32(b.Min.X+x), float32(b.Min.Y+y), float32(b.Dx()), float32(b.Dy()), gray)
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vector.DrawFilledRect(screen, float32(b.Min.X+x), float32(b.Min.Y+y), float32(b.Dx()), float32(b.Dy()), gray)
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text.Draw(screen, sampleText, mplusBigFont, x, y, color.White)
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text.Draw(screen, sampleText, mplusBigFont, x, y, color.White)
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}
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}
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{
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{
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@ -117,7 +117,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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const x, y = 160, 240
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const x, y = 160, 240
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const lineHeight = 80
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const lineHeight = 80
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b := text.BoundString(text.FaceWithLineHeight(mplusBigFont, lineHeight), sampleText)
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b := text.BoundString(text.FaceWithLineHeight(mplusBigFont, lineHeight), sampleText)
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vector.FillRect(screen, float32(b.Min.X+x), float32(b.Min.Y+y), float32(b.Dx()), float32(b.Dy()), gray)
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vector.DrawFilledRect(screen, float32(b.Min.X+x), float32(b.Min.Y+y), float32(b.Dx()), float32(b.Dy()), gray)
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text.Draw(screen, sampleText, text.FaceWithLineHeight(mplusBigFont, lineHeight), x, y, color.White)
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text.Draw(screen, sampleText, text.FaceWithLineHeight(mplusBigFont, lineHeight), x, y, color.White)
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}
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}
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{
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{
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@ -60,8 +60,8 @@ func StrokeLine(dst *ebiten.Image, x0, y0, x1, y1 float32, strokeWidth float32,
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drawVerticesForUtil(dst, vs, is, clr)
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drawVerticesForUtil(dst, vs, is, clr)
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}
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}
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// FillRect fills a rectangle with the specified width and color.
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// DrawFilledRect fills a rectangle with the specified width and color.
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func FillRect(dst *ebiten.Image, x, y, width, height float32, clr color.Color) {
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func DrawFilledRect(dst *ebiten.Image, x, y, width, height float32, clr color.Color) {
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var path Path
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var path Path
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path.MoveTo(x, y)
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path.MoveTo(x, y)
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path.LineTo(x, y+height)
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path.LineTo(x, y+height)
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@ -91,8 +91,8 @@ func StrokeRect(dst *ebiten.Image, x, y, width, height float32, strokeWidth floa
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drawVerticesForUtil(dst, vs, is, clr)
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drawVerticesForUtil(dst, vs, is, clr)
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}
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}
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// FillCircle filles a circle with the specified center position (cx, cy), the radius (r), width and color.
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// DrawFilledCircle filles a circle with the specified center position (cx, cy), the radius (r), width and color.
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func FillCircle(dst *ebiten.Image, cx, cy, r float32, clr color.Color) {
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func DrawFilledCircle(dst *ebiten.Image, cx, cy, r float32, clr color.Color) {
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var path Path
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var path Path
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path.Arc(float32(cx), float32(cy), float32(r), 0, 2*math.Pi, Clockwise)
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path.Arc(float32(cx), float32(cy), float32(r), 0, 2*math.Pi, Clockwise)
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vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
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vs, is := path.AppendVerticesAndIndicesForFilling(nil, nil)
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