Kaba class RenderWindow ed
...
Syntax ed
class RenderWindow extends Window
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 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_lines: owned![VertexBuffer]
var win: Window*
# constructors
func mut __init__(title: string)
# functions
func create_projection_matrix() -> mat4
func mut virtual draw_content()
func mut draw_cube(a: vec3, b: vec3)
func mut draw_cube(p: vec3, r: f32)
func mut draw_gl()
func mut draw_image(tex: Texture*, dest: Rect, flip: bool)
func mut draw_lines(v: vec3[])
func mut draw_magic_grid(col2: Color)
func mut draw_message()
func mut draw_str(pos: vec2, text: string)
func mut draw_wire_cube(p: vec3, r: f32)
func mut draw_wire_cube(box: Box)
func mut force_redraw()
func mut init()
func mut virtual on_cam_change()
func mut on_idle()
func mut virtual on_key_down(key_code: i32)
func mut virtual on_key_down_x(k: i32)
func mut virtual on_mouse_move(mouse: vec2)
func mut virtual on_mouse_move_x(m: vec2) -> bool
func mut virtual on_mouse_wheel(scroll: vec2)
func mut on_post_init(f: void->void)
func project(p: vec3) -> vec3
func mut realize()
func mut set_default_font()
func mut set_default_shader_3d()
func mut set_font(size: f32, bold: bool, italic: bool)
func mut set_message(m: string)
func mut set_mode_2d()
func mut set_mode_3d()
Functions ed
- func create_projection_matrix() -> mat4
- ...
- func mut virtual draw_content()
- ...
- func mut draw_cube(a: vec3, b: vec3)
- ...
- func mut draw_cube(p: vec3, r: f32)
- ...
- func mut draw_gl()
- ...
- func mut draw_image(tex: Texture*, dest: Rect, flip: bool)
- ...
- func mut draw_lines(v: vec3[])
- ...
- func mut draw_magic_grid(col2: Color)
- ...
- func mut draw_message()
- ...
- func mut draw_str(pos: vec2, text: string)
- ...
- func mut draw_wire_cube(p: vec3, r: f32)
- ...
- func mut draw_wire_cube(box: Box)
- ...
- func mut force_redraw()
- ...
- func mut init()
- ...
- func mut virtual on_cam_change()
- ...
- func mut on_idle()
- ...
- func mut virtual on_key_down(key_code: i32)
- ...
- func mut virtual on_key_down_x(k: i32)
- ...
- func mut virtual on_mouse_move(mouse: vec2)
- ...
- func mut virtual on_mouse_move_x(m: vec2) -> bool
- ...
- func mut virtual on_mouse_wheel(scroll: vec2)
- ...
- func mut on_post_init(f: void->void)
- ...
- func project(p: vec3) -> vec3
- ...
- func mut realize()
- ...
- func mut set_default_font()
- ...
- func mut set_default_shader_3d()
- ...
- func mut set_font(size: f32, bold: bool, italic: bool)
- ...
- func mut set_message(m: string)
- ...
- func mut set_mode_2d()
- ...
- func mut set_mode_3d()
- ...
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 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_lines: owned![VertexBuffer]
- ...
- var win: Window*
- ...