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vectorengine

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This is a minimal WebGL vector rendering engine written for AssemblyScript.

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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; } } @inline 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; } } @inline 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; } } @inline 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; } } @inline get scale(): f32 { return this._scale; } @inline public render(): void { let len = this.charArray.length; for (let i: i32 = 0; i < len; i++) { this.charArray[i].render(); } } }