Outline of Documentation work
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@@ -54,6 +54,7 @@ namespace JGL {
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/// Provide a list of lights to be used in 2D space. Typically directly after J2D::Begin();
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/// 8 lights maximum for now. Some kind of light sorting will eventually be needed per j2d element.
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void LightArray(Light*, size_t size);
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void LightArray(std::vector<Light> lights);
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/// Plots a single pixel on the screen.
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/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
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@@ -133,16 +134,28 @@ namespace JGL {
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void FillRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, unsigned int subdivisions = 8);
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/// Draws a filled rectangle with chamfered (beveled) corners on the screen.
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/// @param color
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/// @param pos
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/// @param size
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/// @param radius
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void FillChamferRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5);
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/// Draws a render target to the screen.
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void DrawRenderTarget(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
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const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawRenderTarget(const RenderTarget* render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
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const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawSprite(const RenderTarget& render_target,const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
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/// Draws a render target to the screen.
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/// @param render_target
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/// @param position
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/// @param rad_rotation
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/// @param origin
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/// @param scale
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/// @param color
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/// @param inversion
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void DrawSprite(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
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const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawSprite(const RenderTarget* render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
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const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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@@ -195,10 +208,20 @@ namespace JGL {
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/// @param color
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void DrawMirrorSprite(const Texture& texture, const Vector2& position, Direction mirror_axis = Direction::Horizontal | Direction::Vertical, float rad_rotation = 0, const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White);
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void DrawMirrorSprite(const Texture* texture, const Vector2& position, Direction mirror_axis = Direction::Horizontal | Direction::Vertical, float rad_rotation = 0, const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White);
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/// Draws an outline of a circle on the screen.
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/// @param color
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/// @param center
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/// @param radius
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/// @param subdivisions
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/// @param thickness
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void OutlineCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions = 16, float thickness = 1);
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/// Draws a filled circle on the screen.
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/// @param color
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/// @param center
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/// @param radius
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/// @param subdivisions
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void FillCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions = 8);
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/// Draws an outline of a triangle on the screen.
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@@ -215,6 +238,8 @@ namespace JGL {
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/// Draws a triangle where each corner is defined by a given color, Smoothly transitioning between them.
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void FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Triangle2D& tri);
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/// Draws a smooth, curved line segment between two control points, with the curve controlled by the two inner points.
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/// @see J3ML::Algorithm::Bezier
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void DrawCubicBezierCurve(const Color4& color, const Vector2& controlA, const Vector2& pointA, const Vector2& pointB, const Vector2& controlB,
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int subdivisions = 10, float thickness = 1);
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@@ -231,6 +256,13 @@ namespace JGL {
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void FillTexturedTriangle();
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/// Draws an Arc (section of a circle) to the screen.
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/// @param color
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/// @param center
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/// @param radius
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/// @param arc_begin
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/// @param arc_end
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/// @param subdivisions
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/// @param thickness
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void DrawArc(const Color4& color, const Vector2& center, float radius, float arc_begin, float arc_end,
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unsigned int subdivisions, float thickness);
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}
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