Documentation ¶
Index ¶
- Constants
- type QuadElement
- func (qe *QuadElement) ActivateVertex(i int) graphics.Pointf
- func (qe *QuadElement) Deactivate()
- func (qe *QuadElement) Draw(dl *graphics.DisplayList)
- func (qe *QuadElement) FindVertex(p graphics.Pointf) int
- func (qe *QuadElement) HoverOff()
- func (qe *QuadElement) HoverOn(v int)
- func (qe *QuadElement) Init(pt graphics.Pointf)
- func (qe *QuadElement) SetActiveVertex(v graphics.Pointf)
Constants ¶
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const ( VERTEX_NON = iota // Draw the default vertex handle. VERTEX_HOVER // Draw the hover vertex handle. VERTEX_PRESS // Draw the mouse down vertex handle NUM_VERTEX_STATES )
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const ( QUAD_ELEMENT_DX = 45. QUAD_ELEMENT_DY = 45. QUAD_ELEMENT_DH = 4. )
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type QuadElement ¶
type QuadElement struct {
// contains filtered or unexported fields
}
Element is a placeholder for an element. Will want, not a tree, but a true database format for efficent queries (including spatial).
func (*QuadElement) ActivateVertex ¶
func (qe *QuadElement) ActivateVertex(i int) graphics.Pointf
func (*QuadElement) Deactivate ¶
func (qe *QuadElement) Deactivate()
func (*QuadElement) Draw ¶
func (qe *QuadElement) Draw(dl *graphics.DisplayList)
TODO(vollick): split this out into an interface.
func (*QuadElement) FindVertex ¶
func (qe *QuadElement) FindVertex(p graphics.Pointf) int
func (*QuadElement) HoverOff ¶
func (qe *QuadElement) HoverOff()
func (*QuadElement) HoverOn ¶
func (qe *QuadElement) HoverOn(v int)
func (*QuadElement) Init ¶
func (qe *QuadElement) Init(pt graphics.Pointf)
func (*QuadElement) SetActiveVertex ¶
func (qe *QuadElement) SetActiveVertex(v graphics.Pointf)
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