package gx import ( "github.com/hajimehoshi/ebiten/v2" //"github.com/hajimehoshi/ebiten/v2/vector" //"fmt" //"image" ) // The type describes rectangle geometry. type Rectangle struct { // Position of up left corner // and the point to // rotate around(relatively of position, not absolute). Transform // Width and height. W, H Float } // The type describes rectangle that can be drawn. type DrawableRectangle struct { Rectangle ShaderOptions // Solid color of the rectangle. // Will be ignored if the Shader // field is not nil. Color Color // Should be draw or not. Visible bool } // Return points of corners of the rectangle. func (r Rectangle) Corners() []Point { return []Point{} } // Get 2 triangles that the rectangle consists of. func (r Rectangle) Triangles() Triangles { m := r.Matrix() p1 := r.P.Apply(&m) p2 := r.P.Add(Vector{r.W, 0}).Apply(&m) p3 := r.P.Add(Vector{r.W, -r.H}).Apply(&m) p4 := r.P.Add(Vector{0, -r.H}).Apply(&m) return Triangles{ Triangle{p1, p2, p3}, Triangle{p1, p4, p3}, } } // Check whether the rectangle contains the point. func (r Rectangle) ContainsPoint(p Point) bool { return r.Triangles().ContainsPoint(p) } // Check whether the drawable rectangle should be drawn. func (r *DrawableRectangle) IsVisible() bool { return r.Visible } func (r *DrawableRectangle) Draw( e *Engine, i *Image, ) { t := r.Transform // Draw solid color if no shader. if r.Shader == nil { img := NewImage(1, 1) img.Set(0, 0, r.Color) t.S.X *= r.W t.S.Y *= r.H m := t.Matrix() rm := e.Camera().RealMatrix(e) m.Concat(rm) opts := &ebiten.DrawImageOptions{ GeoM: m, } i.DrawImage(img, opts) return } // Use the Color as base image if no is provided. var did bool if r.Images[0] == nil { r.Images[0] = NewImage(1, 1) r.Images[0].Set(0, 0, r.Color) did = true } w, h := r.Images[0].Size() if !did { t.S.X /= Float(w) t.S.Y /= Float(h) t.S.X *= r.W t.S.Y *= r.H } rm := e.Camera().RealMatrix(e) m := t.Matrix() m.Concat(rm) // Drawing with shader. opts := &ebiten.DrawRectShaderOptions{ GeoM: m, Images: r.Images, Uniforms: r.Uniforms, } i.DrawRectShader(w, h, r.Shader, opts) }