Kaba class MyWindow ed
...
Syntax ed
class MyWindow extends RenderWindow
var background_color: Color
var cam_ang: Quaternion
var cam_ortho: bool
var cam_pos: vec3
var cam_radius: f32
var cam_speed: f32
var cb_init_data: void->void
var ctx: owned[Context]
var def_shader_3d: owned![Shader]
var font: (f32,bool,bool)
var image_shader: owned![Shader]
var initialized: bool
var light_enabled: bool
var lines_shader: owned![Shader]
var m: Mesh
var message: string
var message_ttl: f32
var post_projection_matrix: mat4
var projection_matrix: mat4
var tex_white: owned![Texture]
var text_tex: owned![Texture]
var ubo_lights: owned![UniformBuffer]
var vb: owned![VertexBuffer]
var vb_lines: owned![VertexBuffer]
var win: Window*
var wireframe: bool
# constructors
func mut __init__()
# functions
func mut virtual draw_content()
func mut draw_frame(p0: vec3)
func mut init_data()
func mut virtual on_key_down_x(k: i32)
Functions ed
- func mut virtual draw_content()
- ...
- func mut draw_frame(p0: vec3)
- ...
- func mut init_data()
- ...
- func mut virtual on_key_down_x(k: i32)
- ...
Elements ed
- var background_color: Color
- ...
- var cam_ang: Quaternion
- ...
- var cam_ortho: bool
- ...
- var cam_pos: vec3
- ...
- var cam_radius: f32
- ...
- var cam_speed: f32
- ...
- var cb_init_data: void->void
- ...
- var ctx: owned[Context]
- ...
- var def_shader_3d: owned![Shader]
- ...
- var font: (f32,bool,bool)
- ...
- var image_shader: owned![Shader]
- ...
- var initialized: bool
- ...
- var light_enabled: bool
- ...
- var lines_shader: owned![Shader]
- ...
- var m: Mesh
- ...
- var message: string
- ...
- var message_ttl: f32
- ...
- var post_projection_matrix: mat4
- ...
- var projection_matrix: mat4
- ...
- var tex_white: owned![Texture]
- ...
- var text_tex: owned![Texture]
- ...
- var ubo_lights: owned![UniformBuffer]
- ...
- var vb: owned![VertexBuffer]
- ...
- var vb_lines: owned![VertexBuffer]
- ...
- var win: Window*
- ...
- var wireframe: bool
- ...