Paint
paint
struct PaintingContext
Properties
markDirtyCallback: () => void
= () => {}
__ctx: any
= null
__gl: GraphicsAdapter | null
= null
__offscreen_canvas: any
= null
__program: any
= null
stagedChanges: boolean
= false
dirty: boolean
= false
fastPoints: boolean
= false
fastPointsBuffer: any
= null
__currentColor: number[] | null
= null
pointsCounter: number
= 0
cacheSize: [number, number]
= [0, 0]
Methods
flush(
) -> void
__beforeDraw(
) -> void
__afterDraw(
) -> void
__setColor(
color: any
) -> void
fillRect(
pos: float2,size: float2,color: any
) -> void
fillCircle(
pos: float2,radius: number,color: any
) -> void
fillArc(
pos: float2,radius: number,startAngle: number,endAngle: number,color: any
) -> void
line(
pos1: float2,pos2: float2,color: any,width: number
) -> void
circle(
pos: float2,radius: number,color: any,width: number
) -> void
arc(
pos: float2,radius: number,startAngle: number,endAngle: number,color: any,width: number
) -> void
text(
pos: float2,text: string,color: any
) -> void
startPath(
pos: float2
) -> void
lineTo(
pos: float2
) -> void
strokePath(
color: any,width: number
) -> void
fillPath(
color: any
) -> void
setStrokeWidth(
width: number
) -> void
setFont(
font: string
) -> void
setFontSize(
size: number
) -> void
setTextAlign(
align: CanvasTextAlign
) -> void
setTextBaseline(
baseline: CanvasTextBaseline
) -> void
setLineCap(
cap: "butt" | "round" | "square"
) -> void
setLineJoin(
join: CanvasLineJoin
) -> void
setMiterLimit(
limit: number
) -> void
setShadowColor(
color: float4
) -> void
setShadowBlur(
blur: number
) -> void
setShadowOffset(
offset: float2
) -> void
setGlobalAlpha(
alpha: number
) -> void
setGlobalCompositeOperation(
op: string
) -> void
setImageSmoothingEnabled(
enabled: boolean
) -> void
setImageSmoothingQuality(
quality: ImageSmoothingQuality
) -> void
setLineDash(
dash: number[]
) -> void
setLineDashOffset(
offset: number
) -> void
setTransform(
a: number,b: number,c: number,d: number,e: number,f: number
) -> void
resetTransform(
) -> void
scale(
v: float2
) -> void
rotate(
angle: number
) -> void
translate(
v: float2
) -> void
flushPoints(
) -> void
point(
pos: float2,color: any
) -> void
vector(
pos: float2,dir: float2,color: float4,width: number
) -> void
grid(
center: float2,count: float2,gap: float2,color: float4,width: number
) -> void