vectorengine
Version:
This is a minimal WebGL vector rendering engine written for AssemblyScript.
90 lines (80 loc) • 2.2 kB
text/typescript
import { Char } from './Char';
export class DisplayString {
charArray: StaticArray<Char>;
private _color: u32 = 0xff_ff_ff_ff;
private _x: f32;
private _y: f32;
private _scale: f32;
constructor(str: String, x: f32, y: f32,
scale: f32, color: u32 = 0xff_ff_ff_ff) {
const len = str.length;
this._x = x;
this._y = y;
let cx = x - <f32>len * scale + scale / 2.0;
this._color = color;
this._scale = scale;
this.charArray = new StaticArray<Char>(len);
for (let i: i32 = 0; i < len; i++) {
this.charArray[i] = new Char();
this.charArray[i].charCode = str.charCodeAt(i);
this.charArray[i].x = cx;
this.charArray[i].y = y;
this.charArray[i].color = color;
this.charArray[i].scale = scale;
cx += scale * 2.0;
}
}
set x(val: f32) {
let len = this.charArray.length;
let cx = val - <f32>len * this._scale + this._scale / 2.0;
this._x = val;
for (let i: i32 = 0; i < len; i++) {
this.charArray[i].x = cx;
cx += this._scale * 2;
}
}
get x(): f32 {
return this._x;
}
set y(val: f32) {
let len = this.charArray.length;
this._y = val;
for (let i: i32 = 0; i < len; i++) {
this.charArray[i].y = val;
}
}
get y(): f32 {
return this._y;
}
set color(val: u32) {
let len = this.charArray.length;
this._color = val;
for (let i: i32 = 0; i < len; i++) {
this.charArray[i].color = val;
}
}
get color(): u32 {
return this._color;
}
set scale(val: f32) {
let len = this.charArray.length;
this._scale = val;
for (let i: i32 = 0; i < len; i++) {
this.charArray[i].scale = val;
}
let cx = this._x - <f32>len * this._scale + this._scale / 2.0;
for (let i: i32 = 0; i < len; i++) {
this.charArray[i].x = cx;
cx += this._scale * 2;
}
}
get scale(): f32 {
return this._scale;
}
public render(): void {
let len = this.charArray.length;
for (let i: i32 = 0; i < len; i++) {
this.charArray[i].render();
}
}
}