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fix vweb tutorial project; clean up gg functions a bit
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4f8848f658
commit
de3ad2b04f
@ -7,7 +7,7 @@ import (
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json
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)
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struct App {
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pub struct App {
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mut:
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vweb vweb.Context
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db pg.DB
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@ -46,6 +46,9 @@ pub fn (app mut App) new() {
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$vweb.html()
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}
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pub fn (app mut App) reset() {
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}
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pub fn (app mut App) new_article() {
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title := app.vweb.form['title']
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text := app.vweb.form['text']
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@ -470,7 +470,7 @@ pub fn (s string) split_into_lines() []string {
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}
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// 'hello'.left(2) => 'he'
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fn (s string) left(n int) string {
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pub fn (s string) left(n int) string {
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if n >= s.len {
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return s
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}
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@ -478,7 +478,7 @@ fn (s string) left(n int) string {
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}
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// 'hello'.right(2) => 'llo'
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fn (s string) right(n int) string {
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pub fn (s string) right(n int) string {
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if n >= s.len {
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return ''
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}
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@ -491,7 +491,7 @@ fn (s string) substr2(start, _end int, end_max bool) string {
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return s.substr(start, end)
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}
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fn (s string) substr(start, end int) string {
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pub fn (s string) substr(start, end int) string {
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if start > end || start > s.len || end > s.len || start < 0 || end < 0 {
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panic('substr($start, $end) out of bounds (len=$s.len)')
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}
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27
vlib/gg/gg.v
27
vlib/gg/gg.v
@ -212,6 +212,9 @@ pub fn (ctx &GG) draw_rect(x, y, w, h f32, c gx.Color) {
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ctx.draw_rect2(x, y, w, h, c)
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}
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pub fn (ctx &GG) draw_circle(x, y, radius int, c gx.Color) {
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}
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/*
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fn (ctx mut GG) init_rect_vao() {
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@ -357,6 +360,10 @@ fn (c GG) font_size(size int) {
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fn (c GG) text_align(a int) {
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}
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pub fn (ctx &GG) create_image(file string) u32 {
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return create_image(file)
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}
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pub fn create_image(file string) u32 {
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//println('gg create image "$file"')
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if file.contains('twitch') {
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@ -386,7 +393,7 @@ pub fn create_image_from_memory(buf byteptr) u32 {
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return texture
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}
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pub fn (ctx &GG) draw_line_c(x, y, x2, y2 f32, color gx.Color) {
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pub fn (ctx &GG) draw_line(x, y, x2, y2 f32, color gx.Color) {
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ctx.shader.set_int('has_texture', 0)
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C.glDeleteBuffers(1, &ctx.vao)
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C.glDeleteBuffers(1, &ctx.vbo)
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@ -401,23 +408,25 @@ pub fn (ctx &GG) draw_line_c(x, y, x2, y2 f32, color gx.Color) {
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gl.draw_arrays(C.GL_LINES, 0, 2)
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}
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pub fn (c &GG) draw_line(x, y, x2, y2 f32) {
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c.draw_line_c(x, y, x2, y2, gx.Gray)
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/*
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pub fn (c &GG) draw_gray_line(x, y, x2, y2 f32) {
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c.draw_line(x, y, x2, y2, gx.Gray)
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}
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pub fn (c &GG) draw_vertical(x, y, height int) {
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c.draw_line(x, y, x, y + height)
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}
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*/
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//ctx.gg.draw_line(center + prev_x, center+prev_y, center + x*10.0, center+y)
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// fn (ctx &GG) draw_image(x, y, w, h f32, img stbi.Image) {
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pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) {
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// NB: HACK to ensure same state ... TODO: remove next line
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ctx.draw_empty_rect(0,0,0,0, gx.white)
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last_array_buffer := 0
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last_texture := 0
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C.glGetIntegerv(C.GL_ARRAY_BUFFER_BINDING, &last_array_buffer)
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@ -463,8 +472,8 @@ pub fn (ctx &GG) draw_image(x, y, w, h f32, tex_id u32) {
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}
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pub fn (c &GG) draw_empty_rect(x, y, w, h f32, color gx.Color) {
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c.draw_line_c(x, y, x + w, y, color)
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c.draw_line_c(x, y, x, y + h, color)
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c.draw_line_c(x, y + h, x + w, y + h, color)
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c.draw_line_c(x + w, y, x + w, y + h, color)
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c.draw_line(x, y, x + w, y, color)
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c.draw_line(x, y, x, y + h, color)
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c.draw_line(x, y + h, x + w, y + h, color)
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c.draw_line(x + w, y, x + w, y + h, color)
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}
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