@ -3864,6 +3864,9 @@ These modules make extensive use of the ``class`` module, and define
things ranging from the basic ``Painter``, ``View`` and ``Screen``
things ranging from the basic ``Painter``, ``View`` and ``Screen``
classes, to fully functional predefined dialogs.
classes, to fully functional predefined dialogs.
In addition to the ``gui`` module, there is a ``textures`` module that allows
you to perform actions on textures to use them as tiles during rendering.
gui
gui
===
===
@ -5342,6 +5345,48 @@ The parent widget owns the range values, and can control them independently (e.g
:on_left_change:Callback executed when moving the left handle.
:on_left_change:Callback executed when moving the left handle.
:on_right_change:Callback executed when moving the right handle.
:on_right_change:Callback executed when moving the right handle.
textures
========
In order for the game to render a particular tile (graphic), it needs to know ``texpos`` - the position in the vector of the registered game textures.
Add your own texture to it and get ``texpos`` is not difficult. But the game periodically deletes textures that are in the vector, and that's the problem.
Because the ``texpos`` we got earlier no longer points to our added texture.
The ``texture`` module solves this problem. Instead of ``texpos`` directly, it operates on the ``TexposHandle`` entity, which is essentially a reference to ``texpos``.
Thanks to this handle, it is possible to get a valid ``texpos`` at any time.
* ``loadTileset(file, tile_px_w, tile_px_h)``
Loads tileset from the image ``file`` with give tile dimension in pixels (image will be sliced in row major order).
Returns an array of ``TexposHandle``
* ``getTexposByHandle(handle)``
Get ``texpos`` by ``TexposHandle``.
Always use this method if you need to get valid texpos for your texture.
``texpos`` can change on game textures reset, but the handle will be the same.
* ``createTile(pixels, tile_px_w, tile_px_h)``
Create and register new a texture with the given tile dimension and array of ``pixels`` as data in row major order.
Each pixel is an integer representing color in packed RBGA format (for example, #0022FF11).