Autosave feature, spritesheet editor dashed lines, refactoring, fixes
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@@ -14,6 +14,10 @@ namespace anm2ed::canvas
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constexpr auto ZOOM_MAX = 2000.0f;
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constexpr auto POSITION_FORMAT = "Position: ({:8} {:8})";
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constexpr auto DASH_LENGTH = 4.0f;
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constexpr auto DASH_GAP = 1.0f;
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constexpr auto DASH_OFFSET = 1.0f;
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class Canvas
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{
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public:
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@@ -39,13 +43,14 @@ namespace anm2ed::canvas
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void framebuffer_set();
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void framebuffer_resize_check();
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void size_set(glm::vec2);
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glm::mat4 transform_get(float, glm::vec2);
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glm::mat4 transform_get(float = 100.0f, glm::vec2 = {});
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void axes_render(shader::Shader&, float, glm::vec2, glm::vec4 = glm::vec4(1.0f));
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void grid_render(shader::Shader&, float, glm::vec2, glm::ivec2 = glm::ivec2(32, 32), glm::ivec2 = {},
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glm::vec4 = glm::vec4(1.0f));
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void texture_render(shader::Shader&, GLuint&, glm::mat4&, glm::vec4 = glm::vec4(1.0f), glm::vec3 = {},
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float* = (float*)TEXTURE_VERTICES);
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void rect_render(shader::Shader&, glm::mat4&, glm::vec4 = glm::vec4(1.0f));
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void rect_render(shader::Shader&, const glm::mat4&, const glm::mat4&, glm::vec4 = glm::vec4(1.0f),
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float dashLength = DASH_LENGTH, float dashGap = DASH_GAP, float dashOffset = DASH_OFFSET);
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void viewport_set();
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void clear(glm::vec4&);
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void bind();
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