Noah Petherbridge
20771fbe13
Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
222 lines
4.9 KiB
Go
222 lines
4.9 KiB
Go
package render
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import (
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"fmt"
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"math"
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"git.kirsle.net/apps/doodle/events"
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)
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// Engine is the interface for the rendering engine, keeping SDL-specific stuff
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// far away from the core of Doodle.
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type Engine interface {
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Setup() error
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// Poll for events like keypresses and mouse clicks.
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Poll() (*events.State, error)
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GetTicks() uint32
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WindowSize() (w, h int)
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// Present presents the current state to the screen.
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Present() error
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// Clear the full canvas and set this color.
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Clear(Color)
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DrawPoint(Color, Point)
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DrawLine(Color, Point, Point)
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DrawRect(Color, Rect)
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DrawBox(Color, Rect)
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DrawText(Text, Point) error
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ComputeTextRect(Text) (Rect, error)
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// Texture caching.
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NewBitmap(filename string) (Texturer, error)
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Copy(t Texturer, src, dst Rect)
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// Delay for a moment using the render engine's delay method,
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// implemented by sdl.Delay(uint32)
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Delay(uint32)
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// Tasks that the Setup function should defer until tear-down.
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Teardown()
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Loop() error // maybe?
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}
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// Texturer is a stored image texture used by the rendering engine while
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// abstracting away its inner workings.
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type Texturer interface {
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Size() Rect
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}
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// Rect has a coordinate and a width and height.
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type Rect struct {
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X int32
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Y int32
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W int32
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H int32
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}
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// NewRect creates a rectangle of size `width` and `height`. The X,Y values
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// are initialized to zero.
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func NewRect(width, height int32) Rect {
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return Rect{
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W: width,
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H: height,
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}
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}
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func (r Rect) String() string {
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return fmt.Sprintf("Rect<%d,%d,%d,%d>",
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r.X, r.Y, r.W, r.H,
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)
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}
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// Point returns the rectangle's X,Y values as a Point.
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func (r Rect) Point() Point {
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return Point{
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X: r.X,
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Y: r.Y,
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}
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}
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// Bigger returns if the given rect is larger than the current one.
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func (r Rect) Bigger(other Rect) bool {
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// TODO: don't know why this is !
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return !(other.X < r.X || // Lefter
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other.Y < r.Y || // Higher
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other.W > r.W || // Wider
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other.H > r.H) // Taller
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}
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// Intersects with the other rectangle in any way.
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func (r Rect) Intersects(other Rect) bool {
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// Do a bidirectional compare.
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compare := func(a, b Rect) bool {
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var corners = []Point{
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NewPoint(b.X, b.Y),
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NewPoint(b.X, b.Y+b.H),
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NewPoint(b.X+b.W, b.Y),
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NewPoint(b.X+b.W, b.Y+b.H),
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}
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for _, pt := range corners {
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if pt.Inside(a) {
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return true
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}
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}
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return false
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}
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return compare(r, other) || compare(other, r) || false
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}
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// IsZero returns if the Rect is uninitialized.
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func (r Rect) IsZero() bool {
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return r.X == 0 && r.Y == 0 && r.W == 0 && r.H == 0
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}
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// Add another rect.
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func (r Rect) Add(other Rect) Rect {
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return Rect{
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X: r.X + other.X,
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Y: r.Y + other.Y,
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W: r.W + other.W,
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H: r.H + other.H,
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}
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}
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// Add a point to move the rect.
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func (r Rect) AddPoint(other Point) Rect {
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return Rect{
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X: r.X + other.X,
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Y: r.Y + other.Y,
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W: r.W,
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H: r.H,
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}
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}
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// Text holds information for drawing text.
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type Text struct {
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Text string
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Size int
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Color Color
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Padding int32
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PadX int32
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PadY int32
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Stroke Color // Stroke color (if not zero)
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Shadow Color // Drop shadow color (if not zero)
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FontFilename string // Path to *.ttf file on disk
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}
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func (t Text) String() string {
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return fmt.Sprintf(`Text<"%s" %dpx %s>`, t.Text, t.Size, t.Color)
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}
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// IsZero returns if the Text is the zero value.
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func (t Text) IsZero() bool {
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return t.Text == "" && t.Size == 0 && t.Color == Invisible && t.Padding == 0 && t.Stroke == Invisible && t.Shadow == Invisible
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}
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// Common color names.
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var (
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Invisible = Color{}
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White = RGBA(255, 255, 255, 255)
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Grey = RGBA(153, 153, 153, 255)
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Black = RGBA(0, 0, 0, 255)
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SkyBlue = RGBA(0, 153, 255, 255)
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Blue = RGBA(0, 0, 255, 255)
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DarkBlue = RGBA(0, 0, 153, 255)
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Red = RGBA(255, 0, 0, 255)
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DarkRed = RGBA(153, 0, 0, 255)
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Green = RGBA(0, 255, 0, 255)
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DarkGreen = RGBA(0, 153, 0, 255)
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Cyan = RGBA(0, 255, 255, 255)
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DarkCyan = RGBA(0, 153, 153, 255)
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Yellow = RGBA(255, 255, 0, 255)
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DarkYellow = RGBA(153, 153, 0, 255)
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Magenta = RGBA(255, 0, 255, 255)
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Purple = RGBA(153, 0, 153, 255)
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Pink = RGBA(255, 153, 255, 255)
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)
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// IterLine is a generator that returns the X,Y coordinates to draw a line.
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// https://en.wikipedia.org/wiki/Digital_differential_analyzer_(graphics_algorithm)
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func IterLine(x1, y1, x2, y2 int32) chan Point {
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generator := make(chan Point)
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go func() {
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var (
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dx = float64(x2 - x1)
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dy = float64(y2 - y1)
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)
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var step float64
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if math.Abs(dx) >= math.Abs(dy) {
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step = math.Abs(dx)
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} else {
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step = math.Abs(dy)
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}
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dx = dx / step
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dy = dy / step
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x := float64(x1)
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y := float64(y1)
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for i := 0; i <= int(step); i++ {
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generator <- Point{
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X: int32(x),
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Y: int32(y),
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}
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x += dx
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y += dy
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}
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close(generator)
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}()
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return generator
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}
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// IterLine2 works with two Points rather than four coordinates.
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func IterLine2(p1 Point, p2 Point) chan Point {
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return IterLine(p1.X, p1.Y, p2.X, p2.Y)
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}
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