Documentation
¶
Index ¶
- type Alignment
- type Animation
- type BaseNode
- func (b *BaseNode) AddChild(child Node)
- func (b *BaseNode) ChildChanged()
- func (b *BaseNode) Children() []Node
- func (b *BaseNode) Contains(point pixel.Vec) bool
- func (b *BaseNode) CopyFrom(from Node)
- func (b *BaseNode) GetExtraOffset() pixel.Vec
- func (b *BaseNode) GetLastMat() pixel.Matrix
- func (b *BaseNode) GetName() string
- func (b *BaseNode) GetOrigin() pixel.Vec
- func (b *BaseNode) GetPos() pixel.Vec
- func (b *BaseNode) GetRot() float64
- func (b *BaseNode) GetRotPoint() pixel.Vec
- func (b *BaseNode) GetScale() pixel.Vec
- func (b *BaseNode) GetStyles() *Styles
- func (b *BaseNode) GlobalToLocalPos(global pixel.Vec) pixel.Vec
- func (b *BaseNode) Hide()
- func (b *BaseNode) Initialized() bool
- func (b *BaseNode) IsShown() bool
- func (b *BaseNode) Iterate(fn func(n Node))
- func (b *BaseNode) LocalToGlobalPos(local pixel.Vec) pixel.Vec
- func (b *BaseNode) Locked() bool
- func (b *BaseNode) Parent() Node
- func (b *BaseNode) Pause()
- func (b *BaseNode) PosLocked() bool
- func (b *BaseNode) RemoveChild(child Node)
- func (b *BaseNode) RemoveChildren()
- func (b *BaseNode) SetActive(active bool)
- func (b *BaseNode) SetExtraOffset(extra pixel.Vec)
- func (b *BaseNode) SetLastMat(mat pixel.Matrix)
- func (b *BaseNode) SetLocked(locked bool)
- func (b *BaseNode) SetName(name string)
- func (b *BaseNode) SetOrigin(origin pixel.Vec)
- func (b *BaseNode) SetParent(p Node)
- func (b *BaseNode) SetPausable(pausable bool)
- func (b *BaseNode) SetPos(p pixel.Vec)
- func (b *BaseNode) SetPosLocked(locked bool)
- func (b *BaseNode) SetRot(rot float64)
- func (b *BaseNode) SetRotPoint(rotpoint pixel.Vec)
- func (b *BaseNode) SetScale(scale pixel.Vec)
- func (b *BaseNode) SetSize(size pixel.Vec)
- func (b *BaseNode) SetStyles(styles *Styles)
- func (b *BaseNode) SetZIndex(z int)
- func (b *BaseNode) Show()
- func (b *BaseNode) SortChildren()
- func (b *BaseNode) Unpause()
- func (b *BaseNode) UpdateFromTheme(theme *Theme)
- func (b *BaseNode) ZIndex() int
- type BorderBox
- type Canvas
- func (c *Canvas) Canvas() *pixelgl.Canvas
- func (c *Canvas) Clear(col color.Color)
- func (c *Canvas) Contains(point pixel.Vec) bool
- func (c *Canvas) Draw(win pixel.Target, mat pixel.Matrix)
- func (c *Canvas) DrawLine(p1, p2 pixel.Vec, col color.Color)
- func (c *Canvas) DrawRect(p1, p2 pixel.Vec, col color.Color)
- func (c *Canvas) FillRect(p1, p2 pixel.Vec, col color.Color)
- func (c *Canvas) GetCanvas() *pixelgl.Canvas
- func (c *Canvas) SetFragmentShader(src string)
- func (c *Canvas) SetSize(size pixel.Vec)
- func (c *Canvas) SetUniform(name string, value interface{})
- func (c *Canvas) Size() pixel.Vec
- type Drawable
- type EventManager
- func (e *EventManager) Clicked(button pixelgl.Button, node Node) bool
- func (e *EventManager) IsButtonHandled(b pixelgl.Button) bool
- func (e *EventManager) IsFocused(node Node) bool
- func (e *EventManager) IsMouseScrollHandled() bool
- func (e *EventManager) JustPressed(button pixelgl.Button) bool
- func (e *EventManager) JustPressedButtons(buttons ...pixelgl.Button) []pixelgl.Button
- func (e *EventManager) JustReleased(button pixelgl.Button) bool
- func (e *EventManager) LocalMousePosition(node Node) pixel.Vec
- func (e *EventManager) MouseHovering(node Node) bool
- func (e *EventManager) MousePosition() pixel.Vec
- func (e *EventManager) MousePreviousPosition() pixel.Vec
- func (e *EventManager) MouseScroll() pixel.Vec
- func (e *EventManager) Pressed(button pixelgl.Button) bool
- func (e *EventManager) Repeated(button pixelgl.Button) bool
- func (e *EventManager) SetButtonHandled(b pixelgl.Button)
- func (e *EventManager) SetButtonUnhandled(b pixelgl.Button)
- func (e *EventManager) SetFocus(node Node)
- func (e *EventManager) Typed() string
- type FontServiceStruct
- type HorizontalAlignment
- type Initializable
- type Mountable
- type Node
- type SceneManagerStruct
- func (s *SceneManagerStruct) CenterPos() pixel.Vec
- func (s *SceneManagerStruct) KeepOnScreen(n Node, r pixel.Rect) pixel.Vec
- func (s *SceneManagerStruct) NeedsRedraw() bool
- func (s *SceneManagerStruct) Pause()
- func (s *SceneManagerStruct) Redraw()
- func (s *SceneManagerStruct) Root() Node
- func (s *SceneManagerStruct) Run(mat pixel.Matrix)
- func (s *SceneManagerStruct) SetClearColor(color color.Color)
- func (s *SceneManagerStruct) SetRoot(root Node)
- func (s *SceneManagerStruct) SetTheme(theme *Theme)
- func (s *SceneManagerStruct) SetWin(win *pixelgl.Window)
- func (s *SceneManagerStruct) Theme() *Theme
- func (s *SceneManagerStruct) Unpause()
- func (s *SceneManagerStruct) Win() *pixelgl.Window
- type Sizer
- type Sprite
- type SpriteSheet
- type SpriteSheetInfo
- type Styles
- type SubScene
- type Theme
- type TileInfo
- type TileMapLayer
- type Updateable
- type VerticalAlignment
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Animation ¶
type Animation struct { BaseNode // contains filtered or unexported fields }
func NewAnimation ¶
type BaseNode ¶
func NewBaseNode ¶
func (*BaseNode) ChildChanged ¶
func (b *BaseNode) ChildChanged()
func (*BaseNode) GetExtraOffset ¶
func (*BaseNode) GetLastMat ¶
func (*BaseNode) GetRotPoint ¶
func (*BaseNode) Initialized ¶
func (*BaseNode) RemoveChild ¶
func (*BaseNode) RemoveChildren ¶
func (b *BaseNode) RemoveChildren()
func (*BaseNode) SetExtraOffset ¶
func (*BaseNode) SetLastMat ¶
func (*BaseNode) SetPausable ¶
func (*BaseNode) SetPosLocked ¶
func (*BaseNode) SetRotPoint ¶
func (*BaseNode) SortChildren ¶
func (b *BaseNode) SortChildren()
func (*BaseNode) UpdateFromTheme ¶
type BorderBox ¶
type BorderBox struct {
Canvas
}
func NewBorderBox ¶
func (*BorderBox) KeepOnScreen ¶
func (b *BorderBox) KeepOnScreen()
type Canvas ¶
type Canvas struct { BaseNode // contains filtered or unexported fields }
func (*Canvas) SetFragmentShader ¶
func (*Canvas) SetUniform ¶
type EventManager ¶
type EventManager struct {
// contains filtered or unexported fields
}
func Events ¶
func Events() *EventManager
func (*EventManager) Clicked ¶
func (e *EventManager) Clicked(button pixelgl.Button, node Node) bool
Clicked checks for mouse clicks inside of the given node
func (*EventManager) IsButtonHandled ¶
func (e *EventManager) IsButtonHandled(b pixelgl.Button) bool
func (*EventManager) IsFocused ¶
func (e *EventManager) IsFocused(node Node) bool
IsFocused can be used by a Node to check whether it has the input focus and can use keyboard inputs. Special case nil: in this case every Node implicitly has the input focus.
func (*EventManager) IsMouseScrollHandled ¶
func (e *EventManager) IsMouseScrollHandled() bool
func (*EventManager) JustPressed ¶
func (e *EventManager) JustPressed(button pixelgl.Button) bool
func (*EventManager) JustPressedButtons ¶
func (e *EventManager) JustPressedButtons(buttons ...pixelgl.Button) []pixelgl.Button
func (*EventManager) JustReleased ¶
func (e *EventManager) JustReleased(button pixelgl.Button) bool
func (*EventManager) LocalMousePosition ¶
func (e *EventManager) LocalMousePosition(node Node) pixel.Vec
func (*EventManager) MouseHovering ¶
func (e *EventManager) MouseHovering(node Node) bool
func (*EventManager) MousePosition ¶
func (e *EventManager) MousePosition() pixel.Vec
func (*EventManager) MousePreviousPosition ¶
func (e *EventManager) MousePreviousPosition() pixel.Vec
func (*EventManager) MouseScroll ¶
func (e *EventManager) MouseScroll() pixel.Vec
func (*EventManager) SetButtonHandled ¶
func (e *EventManager) SetButtonHandled(b pixelgl.Button)
func (*EventManager) SetButtonUnhandled ¶
func (e *EventManager) SetButtonUnhandled(b pixelgl.Button)
func (*EventManager) SetFocus ¶
func (e *EventManager) SetFocus(node Node)
SetFocus is used to set the currently focused Node. Pass nil to implicitly give every Node the input focus.
func (*EventManager) Typed ¶
func (e *EventManager) Typed() string
type FontServiceStruct ¶
type FontServiceStruct struct {
// contains filtered or unexported fields
}
var FontService *FontServiceStruct
func (*FontServiceStruct) AddAtlas ¶
func (f *FontServiceStruct) AddAtlas(name string, face font.Face, runeSets ...[]rune)
func (*FontServiceStruct) Has ¶
func (f *FontServiceStruct) Has(name string) bool
type HorizontalAlignment ¶
type HorizontalAlignment int
const ( HAlignmentLeft HorizontalAlignment = iota HAlignmentCenter HAlignmentRight )
type Initializable ¶
type Initializable interface {
Init()
}
type Node ¶
type Node interface { GetLastMat() pixel.Matrix SetLastMat(mat pixel.Matrix) Initialized() bool Parent() Node SetParent(p Node) SetName(name string) GetName() string SetOrigin(origin pixel.Vec) GetOrigin() pixel.Vec GetPos() pixel.Vec LocalToGlobalPos(local pixel.Vec) pixel.Vec GlobalToLocalPos(global pixel.Vec) pixel.Vec SetPos(pos pixel.Vec) SetRot(rot float64) GetRot() float64 SetScale(scale pixel.Vec) GetScale() pixel.Vec SetRotPoint(rotpoint pixel.Vec) GetRotPoint() pixel.Vec ZIndex() int SetZIndex(z int) GetExtraOffset() pixel.Vec Show() Hide() IsShown() bool AddChild(child Node) Children() []Node SortChildren() RemoveChild(child Node) RemoveChildren() ChildChanged() SetStyles(styles *Styles) GetStyles() *Styles SetSize(size pixel.Vec) Contains(point pixel.Vec) bool UpdateFromTheme(theme *Theme) SetPausable(pausable bool) Pause() Unpause() SetLocked(locked bool) Locked() bool Iterate(fn func(n Node)) CopyFrom(from Node) SetPosLocked(locked bool) PosLocked() bool // contains filtered or unexported methods }
type SceneManagerStruct ¶
type SceneManagerStruct struct {
// contains filtered or unexported fields
}
func SceneManager ¶
func SceneManager() *SceneManagerStruct
func (*SceneManagerStruct) CenterPos ¶
func (s *SceneManagerStruct) CenterPos() pixel.Vec
func (*SceneManagerStruct) KeepOnScreen ¶
func (*SceneManagerStruct) NeedsRedraw ¶
func (s *SceneManagerStruct) NeedsRedraw() bool
func (*SceneManagerStruct) Pause ¶
func (s *SceneManagerStruct) Pause()
func (*SceneManagerStruct) Redraw ¶
func (s *SceneManagerStruct) Redraw()
func (*SceneManagerStruct) Root ¶
func (s *SceneManagerStruct) Root() Node
func (*SceneManagerStruct) Run ¶
func (s *SceneManagerStruct) Run(mat pixel.Matrix)
func (*SceneManagerStruct) SetClearColor ¶
func (s *SceneManagerStruct) SetClearColor(color color.Color)
func (*SceneManagerStruct) SetRoot ¶
func (s *SceneManagerStruct) SetRoot(root Node)
func (*SceneManagerStruct) SetTheme ¶
func (s *SceneManagerStruct) SetTheme(theme *Theme)
func (*SceneManagerStruct) SetWin ¶
func (s *SceneManagerStruct) SetWin(win *pixelgl.Window)
func (*SceneManagerStruct) Theme ¶
func (s *SceneManagerStruct) Theme() *Theme
func (*SceneManagerStruct) Unpause ¶
func (s *SceneManagerStruct) Unpause()
func (*SceneManagerStruct) Win ¶
func (s *SceneManagerStruct) Win() *pixelgl.Window
type SpriteSheet ¶
type SpriteSheet struct {
// contains filtered or unexported fields
}
func NewSpriteSheet ¶
func NewSpriteSheet(spritesheet pixel.Picture, dx int, dy int) *SpriteSheet
func (*SpriteSheet) Info ¶
func (spr *SpriteSheet) Info() SpriteSheetInfo
func (*SpriteSheet) Length ¶
func (spr *SpriteSheet) Length() int
func (*SpriteSheet) NewSprite ¶
func (spr *SpriteSheet) NewSprite(idx int) *Sprite
type SpriteSheetInfo ¶
type SpriteSheetInfo struct {
MaxX, MaxY, MaxIdx int
}
func (*SpriteSheetInfo) Idx ¶
func (i *SpriteSheetInfo) Idx(x, y int) int
type Styles ¶
type Styles struct { Border struct { Width float64 Color color.Color } Background struct { Color color.Color } Foreground struct { Color color.Color } Text struct { Color color.Color Atlas string OffsetY float64 } Sound struct { Click string } Padding float64 RoundToPixels bool }
func DefaultStyles ¶
func DefaultStyles() *Styles
type SubScene ¶
type SubScene struct { Canvas // contains filtered or unexported fields }
func NewSubScene ¶
type Theme ¶
type Theme struct { Button struct { Enabled, Disabled, Hover, Pressed *Styles } Text *Styles Slider *Styles Grid *Styles InputBox *Styles }
func DefaultTheme ¶
func DefaultTheme() *Theme
type TileMapLayer ¶
type TileMapLayer struct { BaseNode // contains filtered or unexported fields }
func NewTileMapLayer ¶
func NewTileMapLayer(name string, pic pixel.Picture, dx, dy int) *TileMapLayer
func TileMapsFromTmx ¶
func TileMapsFromTmx(tmx *tiled.Map) ([]*TileMapLayer, error)
func (*TileMapLayer) AddTile ¶
func (t *TileMapLayer) AddTile(x, y float64, idx int)
func (*TileMapLayer) AddTileGrid ¶
func (t *TileMapLayer) AddTileGrid(x, y, idx int)
func (*TileMapLayer) SpriteSheet ¶
func (t *TileMapLayer) SpriteSheet() *SpriteSheet
type Updateable ¶
type Updateable interface {
Update(dt float64)
}
type VerticalAlignment ¶
type VerticalAlignment int
const ( VAlignmentTop VerticalAlignment = iota VAlignmentCenter VAlignmentBottom )
Click to show internal directories.
Click to hide internal directories.