Documentation ¶
Index ¶
- Variables
- func BeginCursorRender()
- func EndCursorRender()
- func LoadSkinConfiguration()
- func LoadTextures()
- func SetupSlider()
- type Cursor
- func (cursor *Cursor) Draw(scale float64, batch *SpriteBatch, color mgl32.Vec4)
- func (cursor *Cursor) DrawM(scale float64, batch *SpriteBatch, color mgl32.Vec4, color2 mgl32.Vec4)
- func (cr *Cursor) SetPos(pt bmath.Vector2d)
- func (cr *Cursor) SetScreenPos(pt bmath.Vector2d)
- func (cr *Cursor) Update(tim float64)
- func (cursor *Cursor) UpdateRenderer()
- type FxBatch
- func (batch *FxBatch) Begin()
- func (batch *FxBatch) CreateVao(length int) *glhf.VertexSlice
- func (batch *FxBatch) End()
- func (batch *FxBatch) ResetTransform()
- func (batch *FxBatch) SetColor(r, g, b, a float64)
- func (batch *FxBatch) SetColorM(color mgl32.Vec4)
- func (batch *FxBatch) SetTransform(dz mgl32.Mat4)
- type SliderRenderer
- func (sr *SliderRenderer) Begin()
- func (sr *SliderRenderer) EndAndRender()
- func (self *SliderRenderer) GetShape(curve []bmath.Vector2d) ([]float32, int)
- func (self *SliderRenderer) SetCamera(camera mgl32.Mat4)
- func (sr *SliderRenderer) SetColor(color mgl32.Vec4, prev mgl32.Vec4)
- func (sr *SliderRenderer) SetScale(scale float64)
- func (self *SliderRenderer) UploadMesh(mesh []float32) *glhf.VertexSlice
- type SpriteBatch
- func (batch *SpriteBatch) Begin()
- func (batch *SpriteBatch) DrawStObject(position, origin, scale bmath.Vector2d, flip bmath.Vector2d, rotation float64, ...)
- func (batch *SpriteBatch) DrawTexture(texture texture.TextureRegion)
- func (batch *SpriteBatch) DrawUnit(texture texture.TextureRegion)
- func (batch *SpriteBatch) DrawUnitC(texture texture.TextureRegion)
- func (batch *SpriteBatch) DrawUnitFix(texture texture.TextureRegion, fixwidth float64, fixheight float64)
- func (batch *SpriteBatch) DrawUnitN(texture texture.TextureRegion, position bmath.Vector2d)
- func (batch *SpriteBatch) DrawUnitS(texture texture.TextureRegion, scaleS bmath.Vector2d)
- func (batch *SpriteBatch) DrawUnitSR(texture texture.TextureRegion, scaleS bmath.Vector2d, rotation float64)
- func (batch *SpriteBatch) DrawUnitSep(vec00, vec10, vec11, vec01 bmath.Vector2d, color mgl32.Vec4, ...)
- func (batch *SpriteBatch) DrawUnscaled(texture texture.TextureRegion)
- func (batch *SpriteBatch) End()
- func (batch *SpriteBatch) Flush()
- func (batch *SpriteBatch) ResetTransform()
- func (batch *SpriteBatch) SetAdditive(additive bool)
- func (batch *SpriteBatch) SetCamera(camera mgl32.Mat4)
- func (batch *SpriteBatch) SetColor(r, g, b, a float64)
- func (batch *SpriteBatch) SetColorM(color mgl32.Vec4)
- func (batch *SpriteBatch) SetNumberScale(scaleX, scaleY float64)
- func (batch *SpriteBatch) SetRotation(rad float64)
- func (batch *SpriteBatch) SetScale(scaleX, scaleY float64)
- func (batch *SpriteBatch) SetSubScale(scaleX, scaleY float64)
- func (batch *SpriteBatch) SetTranslation(vec bmath.Vector2d)
Constants ¶
This section is empty.
Variables ¶
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var ApproachCircle *texture.TextureRegion
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var ApproachCircle2x int32
贴图 2x 倍数
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var Atlas *texture.TextureAtlas
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var CS float64
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var Camera *bmath.Camera
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var Circle *texture.TextureRegion
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var Circle0 *texture.TextureRegion
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var Circle1 *texture.TextureRegion
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var Circle2 *texture.TextureRegion
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var Circle3 *texture.TextureRegion
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var Circle4 *texture.TextureRegion
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var Circle5 *texture.TextureRegion
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var Circle6 *texture.TextureRegion
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var Circle7 *texture.TextureRegion
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var Circle8 *texture.TextureRegion
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var Circle9 *texture.TextureRegion
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var CircleFull *texture.TextureRegion
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var CircleOverlay *texture.TextureRegion
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var CursorTex *texture.TextureRegion
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var CursorTop *texture.TextureRegion
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var CursorTrail *texture.TextureSingle
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var DefaultNumber2x int32
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var Hit0 *texture.TextureRegion
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var Hit100 *texture.TextureRegion
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var Hit300 *texture.TextureRegion
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var Hit50 *texture.TextureRegion
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var HitCircleOverlap int64
圈内数字的偏移
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var PressKey *texture.TextureRegion
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var RankA *texture.TextureRegion
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var RankB *texture.TextureRegion
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var RankC *texture.TextureRegion
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var RankD *texture.TextureRegion
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var RankS *texture.TextureRegion
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var RankSH *texture.TextureRegion
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var RankX *texture.TextureRegion
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var RankXH *texture.TextureRegion
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var SkinVersion float64
皮肤版本
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var SliderBall *texture.TextureRegion
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var SliderGradient *texture.TextureSingle
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var SliderReverse *texture.TextureRegion
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var SliderReverse2x int32
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var SliderTick *texture.TextureRegion
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var SpinnerApproachCircle *texture.TextureRegion
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var SpinnerBackground *texture.TextureRegion
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var SpinnerBottom *texture.TextureRegion
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var SpinnerBottom2x int32
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var SpinnerCircle *texture.TextureRegion
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var SpinnerCircle2x int32
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var SpinnerClear *texture.TextureRegion
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var SpinnerMiddle *texture.TextureRegion
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var SpinnerMiddle2x int32
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var SpinnerTop *texture.TextureRegion
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var SpinnerTop2x int32
Functions ¶
func BeginCursorRender ¶
func BeginCursorRender()
func EndCursorRender ¶
func EndCursorRender()
func LoadTextures ¶
func LoadTextures()
func SetupSlider ¶
func SetupSlider()
Types ¶
type Cursor ¶
type Cursor struct { Points []bmath.Vector2d Position bmath.Vector2d LastPos bmath.Vector2d VaoPos bmath.Vector2d RendPos bmath.Vector2d // contains filtered or unexported fields }
func (*Cursor) Draw ¶
func (cursor *Cursor) Draw(scale float64, batch *SpriteBatch, color mgl32.Vec4)
func (*Cursor) SetPos ¶
/////////////////////////////////////////////////////////////////////////////////////////////////// 设置光标位置
func (*Cursor) SetScreenPos ¶
func (*Cursor) UpdateRenderer ¶
func (cursor *Cursor) UpdateRenderer()
type FxBatch ¶
type FxBatch struct {
// contains filtered or unexported fields
}
func NewFxBatch ¶
func NewFxBatch() *FxBatch
func (*FxBatch) ResetTransform ¶
func (batch *FxBatch) ResetTransform()
func (*FxBatch) SetTransform ¶
type SliderRenderer ¶
type SliderRenderer struct{}
func NewSliderRenderer ¶
func NewSliderRenderer() *SliderRenderer
func (*SliderRenderer) Begin ¶
func (sr *SliderRenderer) Begin()
func (*SliderRenderer) EndAndRender ¶
func (sr *SliderRenderer) EndAndRender()
func (*SliderRenderer) GetShape ¶
func (self *SliderRenderer) GetShape(curve []bmath.Vector2d) ([]float32, int)
func (*SliderRenderer) SetCamera ¶
func (self *SliderRenderer) SetCamera(camera mgl32.Mat4)
func (*SliderRenderer) SetColor ¶
func (sr *SliderRenderer) SetColor(color mgl32.Vec4, prev mgl32.Vec4)
func (*SliderRenderer) SetScale ¶
func (sr *SliderRenderer) SetScale(scale float64)
func (*SliderRenderer) UploadMesh ¶
func (self *SliderRenderer) UploadMesh(mesh []float32) *glhf.VertexSlice
type SpriteBatch ¶
func NewSpriteBatch ¶
func NewSpriteBatch() *SpriteBatch
func (*SpriteBatch) Begin ¶
func (batch *SpriteBatch) Begin()
func (*SpriteBatch) DrawStObject ¶
func (*SpriteBatch) DrawTexture ¶
func (batch *SpriteBatch) DrawTexture(texture texture.TextureRegion)
func (*SpriteBatch) DrawUnit ¶
func (batch *SpriteBatch) DrawUnit(texture texture.TextureRegion)
func (*SpriteBatch) DrawUnitC ¶
func (batch *SpriteBatch) DrawUnitC(texture texture.TextureRegion)
func (*SpriteBatch) DrawUnitFix ¶
func (batch *SpriteBatch) DrawUnitFix(texture texture.TextureRegion, fixwidth float64, fixheight float64)
func (*SpriteBatch) DrawUnitN ¶
func (batch *SpriteBatch) DrawUnitN(texture texture.TextureRegion, position bmath.Vector2d)
func (*SpriteBatch) DrawUnitS ¶
func (batch *SpriteBatch) DrawUnitS(texture texture.TextureRegion, scaleS bmath.Vector2d)
func (*SpriteBatch) DrawUnitSR ¶
func (batch *SpriteBatch) DrawUnitSR(texture texture.TextureRegion, scaleS bmath.Vector2d, rotation float64)
func (*SpriteBatch) DrawUnitSep ¶
func (batch *SpriteBatch) DrawUnitSep(vec00, vec10, vec11, vec01 bmath.Vector2d, color mgl32.Vec4, texture texture.TextureRegion)
func (*SpriteBatch) DrawUnscaled ¶
func (batch *SpriteBatch) DrawUnscaled(texture texture.TextureRegion)
func (*SpriteBatch) End ¶
func (batch *SpriteBatch) End()
func (*SpriteBatch) Flush ¶
func (batch *SpriteBatch) Flush()
func (*SpriteBatch) ResetTransform ¶
func (batch *SpriteBatch) ResetTransform()
func (*SpriteBatch) SetAdditive ¶
func (batch *SpriteBatch) SetAdditive(additive bool)
func (*SpriteBatch) SetCamera ¶
func (batch *SpriteBatch) SetCamera(camera mgl32.Mat4)
func (*SpriteBatch) SetColor ¶
func (batch *SpriteBatch) SetColor(r, g, b, a float64)
func (*SpriteBatch) SetColorM ¶
func (batch *SpriteBatch) SetColorM(color mgl32.Vec4)
func (*SpriteBatch) SetNumberScale ¶
func (batch *SpriteBatch) SetNumberScale(scaleX, scaleY float64)
func (*SpriteBatch) SetRotation ¶
func (batch *SpriteBatch) SetRotation(rad float64)
func (*SpriteBatch) SetScale ¶
func (batch *SpriteBatch) SetScale(scaleX, scaleY float64)
func (*SpriteBatch) SetSubScale ¶
func (batch *SpriteBatch) SetSubScale(scaleX, scaleY float64)
func (*SpriteBatch) SetTranslation ¶
func (batch *SpriteBatch) SetTranslation(vec bmath.Vector2d)
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