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176
examples/lines/main.go
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176
examples/lines/main.go
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@ -0,0 +1,176 @@
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// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package main
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import (
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"image"
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"image/color"
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"log"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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func min(x, y int) int {
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if x < y {
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return x
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}
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return y
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}
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var (
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emptyImage = ebiten.NewImage(3, 3)
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// emptySubImage is an internal sub image of emptyImage.
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// Use emptySubImage at DrawTriangles instead of emptyImage in order to avoid bleeding edges.
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emptySubImage = emptyImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
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)
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func init() {
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emptyImage.Fill(color.White)
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}
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const (
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screenWidth = 640
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screenHeight = 480
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)
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type Game struct {
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counter int
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vertices []ebiten.Vertex
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indices []uint16
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offscreen *ebiten.Image
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aa bool
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showCenter bool
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}
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func (g *Game) Update() error {
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g.counter++
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if inpututil.IsKeyJustPressed(ebiten.KeyA) {
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g.aa = !g.aa
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyC) {
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g.showCenter = !g.showCenter
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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target := screen
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if g.aa {
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// Prepare the double-sized offscreen.
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// This is for anti-aliasing by a pseudo MSAA (multisample anti-aliasing).
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if g.offscreen != nil {
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sw, sh := screen.Size()
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ow, oh := g.offscreen.Size()
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if ow != sw*2 || oh != sh*2 {
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g.offscreen.Dispose()
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g.offscreen = nil
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}
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}
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if g.offscreen == nil {
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sw, sh := screen.Size()
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g.offscreen = ebiten.NewImage(sw*2, sh*2)
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}
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g.offscreen.Clear()
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target = g.offscreen
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}
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ow, oh := target.Size()
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size := min(ow/4, oh/4)
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offsetX, offsetY := (ow-size*3)/2, (oh-size*3)/2
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// Render the lines on the target.
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for j := 0; j < 3; j++ {
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for i, join := range []vector.LineJoin{vector.LineJoinMiter, vector.LineJoinBevel, vector.LineJoinRound} {
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r := image.Rect(i*size+offsetX, j*size+offsetY, (i+1)*size+offsetX, (j+1)*size+offsetY)
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g.drawLine(target, r, join)
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}
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}
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if g.aa {
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// Render the offscreen to the screen.
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Scale(0.5, 0.5)
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op.Filter = ebiten.FilterLinear
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screen.DrawImage(g.offscreen, op)
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}
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msg := `Press A to switch anti-aliasing.
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Press C to switch to draw the center lines.`
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ebitenutil.DebugPrint(screen, msg)
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}
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func (g *Game) drawLine(screen *ebiten.Image, region image.Rectangle, join vector.LineJoin) {
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c0x := float64(region.Min.X + region.Dx()/4)
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c0y := float64(region.Min.Y + region.Dy()/4)
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c1x := float64(region.Max.X - region.Dx()/4)
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c1y := float64(region.Max.Y - region.Dy()/4)
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r := float64(min(region.Dx(), region.Dy()) / 4)
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a := 2 * math.Pi * float64(g.counter) / (10 * ebiten.DefaultTPS)
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var path vector.Path
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sin, cos := math.Sincos(a)
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path.MoveTo(float32(r*cos+c0x), float32(r*sin+c0y))
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path.LineTo(float32(-r*cos+c0x), float32(-r*sin+c0y))
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path.LineTo(float32(r*cos+c1x), float32(r*sin+c1y))
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path.LineTo(float32(-r*cos+c1x), float32(-r*sin+c1y))
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// Draw the main line in white.
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op := &vector.StrokeOptions{}
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op.LineJoin = join
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op.Width = float32(r / 2)
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vs, is := path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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for i := range vs {
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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}
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screen.DrawTriangles(vs, is, emptySubImage, nil)
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// Draw the center line in red.
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if g.showCenter {
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op.Width = 1
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vs, is := path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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for i := range vs {
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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vs[i].ColorR = 1
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vs[i].ColorG = 0
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vs[i].ColorB = 0
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}
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screen.DrawTriangles(vs, is, emptySubImage, nil)
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}
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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var g Game
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Lines (Ebitengine Demo)")
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if err := ebiten.RunGame(&g); err != nil {
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log.Fatal(err)
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}
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}
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@ -118,6 +118,7 @@ func drawEbitenText(screen *ebiten.Image, x, y int, scale float32, line bool) {
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
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} else {
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vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
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@ -170,6 +171,7 @@ func drawEbitenLogo(screen *ebiten.Image, x, y int, scale float32, line bool) {
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
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} else {
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vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
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@ -211,6 +213,7 @@ func drawArc(screen *ebiten.Image, count int, scale float32, line bool) {
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
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} else {
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vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
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@ -267,6 +270,7 @@ func drawWave(screen *ebiten.Image, counter int, scale float32, line bool) {
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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vs, is = path.AppendVerticesAndIndicesForStroke(nil, nil, op)
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} else {
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vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
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@ -72,18 +72,35 @@ func (p *Path) QuadTo(x1, y1, x2, y2 float32) {
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p.quadTo(x1, y1, x2, y2, 0)
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}
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// lineForTwoPoints returns parameters for a line passing through p0 and p1.
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func lineForTwoPoints(p0, p1 point) (a, b, c float32) {
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// Line passing through p0 and p1 in the form of ax + by + c = 0
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a = p1.y - p0.y
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b = -(p1.x - p0.x)
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c = (p1.x-p0.x)*p0.y - (p1.y-p0.y)*p0.x
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return
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}
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// isPointCloseToSegment detects the distance between a segment (x0, y0)-(x1, y1) and a point (x, y) is less than allow.
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func isPointCloseToSegment(x, y, x0, y0, x1, y1 float32, allow float32) bool {
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// Line passing through (x0, y0) and (x1, y1) in the form of ax + by + c = 0
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a := y1 - y0
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b := -(x1 - x0)
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c := (x1-x0)*y0 - (y1-y0)*x0
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a, b, c := lineForTwoPoints(point{x: x0, y: y0}, point{x: x1, y: y1})
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// The distance between a line ax+by+c=0 and (x0, y0) is
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// |ax0 + by0 + c| / √(a² + b²)
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return allow*allow*(a*a+b*b) > (a*x+b*y+c)*(a*x+b*y+c)
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}
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// crossingPointForTwoLines returns a crossing point for two lines.
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func crossingPointForTwoLines(p00, p01, p10, p11 point) point {
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a0, b0, c0 := lineForTwoPoints(p00, p01)
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a1, b1, c1 := lineForTwoPoints(p10, p11)
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det := a0*b1 - a1*b0
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return point{
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x: (b0*c1 - b1*c0) / det,
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y: (a1*c0 - a0*c1) / det,
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}
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}
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func (p *Path) quadTo(x1, y1, x2, y2 float32, level int) {
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if level > 10 {
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return
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@ -313,10 +330,23 @@ func (p *Path) AppendVerticesAndIndicesForFilling(vertices []ebiten.Vertex, indi
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return vertices, indices
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}
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// LineJoin represents the way in which how two segments are joined.
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type LineJoin int
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const (
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LineJoinMiter LineJoin = iota
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LineJoinBevel
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LineJoinRound
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)
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// StokeOptions is options to render a stroke.
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type StrokeOptions struct {
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// Width is the stroke width in pixels.
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Width float32
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// LineJoin is the way in which how two segments are joined.
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// The default (zero) value is LineJoiMiter.
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LineJoin LineJoin
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}
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// AppendVerticesAndIndicesForStroke appends vertices and indices to render a stroke of this path and returns them.
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@ -327,6 +357,10 @@ type StrokeOptions struct {
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//
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// The returned values are intended to be passed to DrawTriangles or DrawTrianglesShader with FillAll fill mode, not EvenOdd fill mode.
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func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indices []uint16, op *StrokeOptions) ([]ebiten.Vertex, []uint16) {
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if op == nil {
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return vertices, indices
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}
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for _, seg := range p.segs {
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if len(seg) < 2 {
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continue
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@ -406,6 +440,44 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
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continue
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}
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switch op.LineJoin {
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case LineJoinMiter:
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// TODO: Enable to configure this.
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const miterLimit = 10
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delta := math.Pi - da
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exceed := math.Abs(1/math.Sin(float64(delta/2))) > miterLimit
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var quad Path
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quad.MoveTo(c.x, c.y)
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if da < math.Pi {
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quad.LineTo(rect[1].x, rect[1].y)
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if !exceed {
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pt := crossingPointForTwoLines(rect[0], rect[1], nextRect[0], nextRect[1])
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quad.LineTo(pt.x, pt.y)
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}
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quad.LineTo(nextRect[0].x, nextRect[0].y)
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} else {
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quad.LineTo(rect[3].x, rect[3].y)
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if !exceed {
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pt := crossingPointForTwoLines(rect[2], rect[3], nextRect[2], nextRect[3])
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quad.LineTo(pt.x, pt.y)
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}
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quad.LineTo(nextRect[2].x, nextRect[2].y)
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}
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vertices, indices = quad.AppendVerticesAndIndicesForFilling(vertices, indices)
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case LineJoinBevel:
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var tri Path
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tri.MoveTo(c.x, c.y)
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if da < math.Pi {
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tri.LineTo(rect[1].x, rect[1].y)
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tri.LineTo(nextRect[0].x, nextRect[0].y)
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} else {
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tri.LineTo(rect[3].x, rect[3].y)
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tri.LineTo(nextRect[2].x, nextRect[2].y)
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}
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vertices, indices = tri.AppendVerticesAndIndicesForFilling(vertices, indices)
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case LineJoinRound:
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var arc Path
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arc.MoveTo(c.x, c.y)
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if da < math.Pi {
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@ -416,5 +488,6 @@ func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indic
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vertices, indices = arc.AppendVerticesAndIndicesForFilling(vertices, indices)
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}
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}
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}
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return vertices, indices
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}
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