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IGraphics2D.h
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Definition Canvas.h:16
GPU-side font: wraps a decoded font::FontData and rasterizes a fixed set of codepoints into a single ...
Definition Font.h:32
2D immediate-mode drawing surface (screen or offscreen Canvas).
Definition IGraphics2D.h:32
virtual void setLighting2D(const Lighting2DUBO &ubo)=0
Upload per-frame / per-canvas 2D lighting constants.
virtual void setFont(Font *font)=0
Font used by print(); nullptr = none set.
virtual void drawTexturedRectRGBA(Texture *texture, float x, float y, float w, float h, float r, float g, float b, float a=1.f)=0
virtual void drawSolidRectRGBA(float x, float y, float w, float h, float r, float g, float b, float a=1.f)=0
virtual void drawTexturedRect(Texture *texture, float x, float y, float w, float h, const Color &color)=0
virtual void pushValidationScope()=0
Backend GPU validation scopes (WebGPU).
virtual void setShader()=0
virtual void setBackgroundColorRGBA(float r, float g, float b, float a=1.f)=0
virtual void drawTexturedRectUV(Texture *texture, float x, float y, float w, float h, float u0, float v0, float u1, float v1, const Color &color)=0
virtual void print(const std::string &text, float x, float y, const Color &color=Color(1.f, 1.f, 1.f, 1.f), float scale=1.f)=0
Draws UTF-8 text with the current font (throws when unset).
virtual Font * getFont() const =0
virtual void drawTexturedRectShader(Texture *texture, Shader *shader, float x, float y, float w, float h, const Color &color)=0
virtual void drawTexturedRectLitUV(Texture *albedo, Texture *normal, float x, float y, float w, float h, float u0, float v0, float u1, float v1, const Color &color)=0
Lit 2D draw (albedo + normal map); normal may be null → flat.
virtual void popValidationScope()=0
virtual void drawSolidRectRotated(float cx, float cy, float w, float h, float degrees, const Color &color, BlendMode blend=BlendMode::Alpha)=0
virtual void drawSolidRect(float x, float y, float w, float h, const Color &color, BlendMode blend=BlendMode::Alpha)=0
virtual void drawTexturedRectShaderDepth(Texture *color, Texture *depth, Shader *shader, float x, float y, float w, float h, const Color &tint)=0
virtual void clearScreen()=0
Clears the current draw target to the background color.
virtual void draw(Drawable *drawable, const glm::mat4 &m)=0
virtual void setCanvas(Canvas *canvas)=0
Draw target; nullptr → screen.
virtual Canvas * getCanvas() const =0
virtual void drawOcclusionSolid(float x, float y, float w, float h)=0
virtual bool isCanvasActive() const =0
virtual void setShader(Shader *shader)=0
Custom fragment pipeline for subsequent textured 2D draws.
virtual void drawOcclusion(Drawable *drawable, const glm::mat4 &m)=0
virtual void drawOcclusionTexture(Texture *texture, float x, float y, float w, float h)=0
virtual ~IGraphics2D()=default
virtual Shader * getShader() const =0
virtual void drawTexturedRectShaderUV(Texture *texture, Shader *shader, float x, float y, float w, float h, float u0, float v0, float u1, float v1, const Color &color, bool rotatedUV=false, BlendMode blend=BlendMode::Alpha)=0
virtual void drawTexturedRectShaderUVRotated(Texture *texture, Shader *shader, float cx, float cy, float w, float h, float degrees, float u0, float v0, float u1, float v1, const Color &color, bool rotatedUV=false, BlendMode blend=BlendMode::Alpha)=0
GPU texture created via Graphics::newTexture. Owns GPU resources through an opaque backend handle.
Definition Texture.h:17
卡牌游戏 UI 工具模块:工厂 + 脚本绑定入口。 功能参考 ycarowr/UiCard:扇形手牌布局、抽牌/洗牌、悬浮放大、拖拽到落牌区、 敌方手牌(背面/偷看)、费用不足置灰,以及可实时调节的布局...
Definition AnimTrail.h:6
glm::vec4 Color
RGBA color used by every graphics draw call. Lives inside eve::graphics so including a graphics heade...
Definition Color.h:13
Definition Light.h:20