DrawPartialSprite
All checks were successful
Run ReCI Build Test / Explore-Gitea-Actions (push) Successful in 7m11s
All checks were successful
Run ReCI Build Test / Explore-Gitea-Actions (push) Successful in 7m11s
This commit is contained in:
@@ -27,7 +27,7 @@ public:
|
||||
//CachedGlyph(GLuint texture_id, char c);
|
||||
CachedGlyph(char c, std::array<GLfloat, 12> texcoords, float x2o, float y2o, float w, float h, float advX, float advY);
|
||||
char getCharacter();
|
||||
const std::array<GLfloat, 12> getTexCoords() const;
|
||||
[[nodiscard]] const std::array<GLfloat, 12> getTexCoords() const;
|
||||
};
|
||||
|
||||
/// Represents a Font object as it exists in the font-cache.
|
||||
|
@@ -121,14 +121,37 @@ namespace JGL {
|
||||
const Color4& color = Colors::White,
|
||||
Inversion inversion = Inversion::None);
|
||||
|
||||
///Draws a piece of a sprite to the screen, similar to DrawSprite.
|
||||
/// @param texture
|
||||
/// @param position
|
||||
/// @param sub_texture_position The top left corner of the sub-texture to be drawn.
|
||||
/// @param sub_texture_size The size of the sub-texture in px.
|
||||
/// @param origin
|
||||
/// @param scale
|
||||
/// @param color
|
||||
/// @param inversion
|
||||
void DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size,
|
||||
const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Inversion inversion = Inversion::None);
|
||||
void DrawPartialSprite(const Texture& texture, float positionX, float positionY, float sub_texture_positionX, float sub_texture_positionY, unsigned int sub_texture_sizeX, unsigned int sub_texture_sizeY,
|
||||
float originX = 0, float originY = 0, float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Inversion inversion = Inversion::None);
|
||||
|
||||
|
||||
/// Draws a non axis-aligned fill rect to the screen.
|
||||
/// The order of the vertices must be such that if you were to connect them you'd never go diagonally across the quad.
|
||||
/// @param color
|
||||
/// @param v1 top-left vertex.
|
||||
/// @param v2 bottom-left vertex.
|
||||
/// @param v3 bottom-right vertex.
|
||||
/// @param v4 top-right vertex.
|
||||
void FillQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4);
|
||||
void FillQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4);
|
||||
|
||||
/// Draws a non axis-aligned outline rect to the screen.
|
||||
/// The order of the vertices must be such that if you were to connect them you'd never go diagonally across the quad.
|
||||
/// @param color
|
||||
/// @param v1 top-left vertex.
|
||||
/// @param v2 bottom-left vertex.
|
||||
/// @param v3 bottom-right vertex.
|
||||
/// @param v4 top-right vertex.
|
||||
/// @param thickness the thickness of the GL_LINES to be connected together.
|
||||
void OutlineQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness = 1);
|
||||
void OutlineQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness = 1);
|
||||
|
||||
@@ -184,7 +207,6 @@ namespace JGL {
|
||||
// TODO: Implement the following:
|
||||
void FillTexturedTriangle();
|
||||
void FillTexturedPolygon();
|
||||
void DrawPartialSprite();
|
||||
|
||||
|
||||
void DrawCubicBezierCurve(const Color4& color,
|
||||
|
Reference in New Issue
Block a user