GameApi 28
Library used by GameApi Builder tool
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GameApi::BitmapApi Class Reference

#include <GameApi.hh>

Public Member Functions

IMPORT BitmapApi (Env &e)
IMPORT ~BitmapApi ()
IMPORT ML isoline_render2 (EveryApi &ev, FB fb, float pos, float delta_pos, int num)
IMPORT BB isoline_render (EveryApi &ev, FB bm, float start_range, float end_range, float delta_range, int num)
IMPORT BM render_volume_object (O o, float start_x, float end_x, float start_y, float end_y, float z, int sx, int sy, float ray_length, int sample_count)
IMPORT ARR choose_neg_zero_positive (EveryApi &ev, FB fb, float pos)
IMPORT BB range_choose (FB bm, float start_range, float end_range)
IMPORT BM sphere_rays_bitmap (float center_x, float center_y, float center_z, float radius, float delta_alfa, float delta_beta, FS field, int maxiter, float c, int fptr_enum, std::vector< PT > vec, int vec_choose)
IMPORT TXID video_source (std::string filename, int sx, int sy)
IMPORT BM stable_diffusion (EveryApi &ev, std::string prompt, std::string filename)
IMPORT BM bm_png_bm (EveryApi &ev, BM bm, std::string url)
IMPORT void load_png_from_temp (std::string filename, void(*fptr)(void *), void *data, bool &success)
IMPORT BM load_png_from_temp2 (std::string filename)
IMPORT void load_png_from_temp3 (std::string filename)
IMPORT BM debug_number (EveryApi &ev, BM bm0, int num, bool disable, std::string url)
IMPORT ML display_bitmaps (EveryApi &ev, std::vector< BM > vec, float start_time, float delta_time)
IMPORT ML vertical_bitmap_display (EveryApi &ev, std::vector< BM > vec, float y_delta)
IMPORT BM flip_tile_bitmap (BM bm, int sx, int sy, bool is_x)
IMPORT ML write_gif_anim2 (Array< int, int > *vec, std::string filename, int delay)
IMPORT ML gif_anim (EveryApi &ev, ML ml3, int key, float time_delta, int num, std::string filename, int delay)
IMPORT ML write_gif_anim (std::vector< BM > vec, std::string filename, int delay)
IMPORT ML savepng_array_ml (EveryApi &ev, std::vector< BM > bms, std::string filename_start, std::string filename_end, bool alpha, float time)
IMPORT BM gray_to_black (BM bm, float val)
IMPORT BM newbitmap_bm (BM bm, unsigned int color)
IMPORT BM newbitmap_fb (FB fb, unsigned int color)
IMPORT BM newbitmap_bb (BB bb, unsigned int color)
IMPORT FB flood_fill (FB fb, float percentage, int x, int y, bool inv)
IMPORT BM flood_fill_color (EveryApi &ev, BM bm, float percentage, int x, int y, unsigned int color)
IMPORT BM flood_fill_color_inv (EveryApi &ev, BM bm, float percentage, int x, int y, unsigned int color)
IMPORT CBM scale_bitmap2 (BM bm)
IMPORT ML save_raw (BM bm, std::string filename)
IMPORT BM lightmap_bitmap (int sx, int sy, P faces, P faces2, int face, float light_dir_x, float light_dir_y, float light_dir_z)
IMPORT BM circular_gradient (int sx, int sy, unsigned int center_color, unsigned int edge_color)
IMPORT BM script_bitmap (std::string url, int sx, int sy)
IMPORT ML grid_ml (EveryApi &ev, ML next, IBM map, float y, float pos_x, float pos_z, float x_vec_x, float x_vec_z, float z_vec_x, float z_vec_z, int start_x, int start_z, float frame_inc)
IMPORT P p_world_from_bitmap (EveryApi &ev, std::vector< P > vec, IBM world, float pos_x, float pos_y, float pos_z, float dx, float dz, float y)
IMPORT BM scale_to_size (BM bm, int sz)
IMPORT BM median_filter (BM bm, int sx, int sy)
IMPORT BM newbitmap (int sx, int sy, unsigned int color=0x00000000)
IMPORT BM function (std::function< unsigned(int, int)> f, int sx, int sy)
IMPORT BM transform (BM orig, std::function< unsigned int(int, int, unsigned int)> f)
IMPORT BM newintbitmap (char *array, int sx, int sy, std::function< int(char)> f)
IMPORT IBM intbitmap_loader (std::string url)
IMPORT BM calculate_baked_light (P p, P p2, BM texture, int count, float light_pos_x, float light_pos_y, float light_pos_z, float shadow_darkness, float softness)
IMPORT BM color_bm (BM bm, unsigned int color)
IMPORT BB choose_color (BM bm, unsigned int c1, unsigned int c2)
IMPORT BM intbitmap_bm (IBM ibm)
IMPORT BM chai_bm (std::string url, int sx, int sy)
IMPORT BM bump_map (FB fb, float h)
IMPORT BM newcolorbitmap (char *array, int sz, int sy, std::function< unsigned int(char)> f)
IMPORT BM newtilebitmap (int sx, int sy, int tile_sx, int tile_sy)
IMPORT BM loadbitmap (std::string filename)
IMPORT BM loadbitmapfromurl (std::string url)
IMPORT BM loadtilebitmap (std::string filename, int tile_sx, int tile_sy)
IMPORT BM loadposbitmap (std::string filename)
IMPORT BM findtile (BM tile_bitmap, int x, int y)
IMPORT BM compose_x (BM bm1, BM bm2)
IMPORT BM compose_y (BM bm1, BM bm2)
IMPORT BM border (BM, int left, int right, int top, int bottom)
IMPORT BM add_shape_border (EveryApi &ev, BM bm, float dist_field_size, float start_range, float end_range, int r, int g, int b, int a, int border_size)
IMPORT BM subbitmap (BM orig, int x, int y, int width, int height)
IMPORT BM subbitmapimage (BM orig, int r_start_range, int r_end_range, int g_start_range, int g_end_range, int b_start_range, int b_end_range, unsigned int empty_color)
IMPORT BM plus_bitmap (BM bm, BM bm2)
IMPORT BM noise_vectors (int sx, int sy)
IMPORT IBM random_int_bitmap (int sx, int sy, int min_value, int max_value)
IMPORT IBM convert_fb_to_ibm_bitmap (FB fb, float start, float d)
IMPORT VX convert_ibm_to_vx (IBM bm)
IMPORT BM growbitmap (BM small_orig_bitmap, int l, int t, int r, int b)
IMPORT BM blitbitmap (BM bg, BM orig, int x, int y)
IMPORT BM blitbitmap_fb (BM bg, BM orig, int x, int y, FB mask)
IMPORT BM blitbitmap_bb (BM bg, BM orig, int x, int y, BB mask)
IMPORT BM anim_array (BM *array, int size)
IMPORT BM modify_bitmap (BM orig, BM bm, int x, int y)
IMPORT BM interpolate_bitmap (BM orig1, BM orig2, float x)
IMPORT BM repeat_bitmap (BM orig, int xcount, int ycount)
IMPORT BM sample_bitmap (BM orig, float xmult, float ymult, float x, float y)
IMPORT BM scale_bitmap (EveryApi &ev, BM orig, int sx, int sy)
IMPORT BM scale_bitmap_fullscreen (EveryApi &ev, BM orig)
IMPORT BM world_from_bitmap (std::function< BM(int)> f, BM int_bm, int dx, int dy)
IMPORT ARR cubemap (BM bm)
IMPORT BM bm_cubemap (EveryApi &ev, BM left, BM top, BM middle, BM right, BM back, BM down, int sx, int sy)
IMPORT BM world_from_bitmap2 (EveryApi &ev, std::vector< BM > v, std::string filename, std::string chars, int dx, int dy, int sx, int sy)
IMPORT BM world_from_bitmap3 (EveryApi &ev, std::vector< BM > v, std::string url, std::string chars, int dx, int dy)
IMPORT BM dup_x (BM orig)
IMPORT BM flip_x (BM orig)
IMPORT BM flip_y (BM orig)
IMPORT BM rot90 (BM orig)
IMPORT BM alpha_color (BM orig, unsigned int color_key)
IMPORT BM gradient (PT pos_1, PT pos_2, unsigned int color_1, unsigned int color_2, int sx, int sy)
IMPORT BM gradient_y (unsigned int color_1, unsigned int color_2, int sx, int sy)
IMPORT BM radial_gradient (int sx, int sy, PT pos, float r1, float r2, unsigned int color_1, unsigned int color_2)
IMPORT BM conical_gradient (int sx, int sy, float x, float y, float angle1, float angle2, unsigned int color_1, unsigned int color_2)
IMPORT SP space (BM bm)
IMPORT BM addsubrects (BM orig)
IMPORT void savebitmap (BM orig, std::string filename, bool alpha=false)
IMPORT ML savebitmap_ml (EveryApi &ev, BM bm, std::string filename, bool alpha, float time)
IMPORT void save_png (BM bm, std::string filename)
IMPORT ML save_png_ml (EveryApi &ev, BM bm, std::string filename)
IMPORT BM mandelbrot (bool julia, float start_x, float end_x, float start_y, float end_y, float xx, float yy, int sx, int sy, int count)
IMPORT BM mandelbrot2 (bool julia, float start_x, float end_x, float start_y, float end_y, float xx, float yy, int sx, int sy, int count)
IMPORT BM chessboard (int tile_sx, int tile_sy, int count_x, int count_y, unsigned int c1, unsigned int c2)
IMPORT BM color_range (BM orig, unsigned int source_upper, unsigned int source_lower, unsigned int target_upper, unsigned int target_lower)
IMPORT BM memoize (BM orig)
IMPORT BM memoize_all (BM orig)
IMPORT BM persistent_cache (BM orig, std::string filename)
IMPORT BM alt (std::vector< BM > vec, int index)
IMPORT BM simple_blur (BM bm, float center, float left, float right, float top, float bottom)
IMPORT int intvalue (BM bm, int x, int y)
IMPORT unsigned int colorvalue (BM bm, int x, int y)
IMPORT int size_x (BM bm)
IMPORT int size_y (BM bm)
IMPORT void prepare (BM bm)
IMPORT bool ready_to_prepare (BM bm)
IMPORT BMA empty_array ()
IMPORT BMA array (BM *array, int size)
IMPORT BM array_elem (BMA array, int i)
IMPORT BM Indicator (int sx, int sy, int g_ind)
IMPORT BM avg (BM bm1, BM bm2)
IMPORT BM fix_edges (BM bm)
IMPORT FB gradient_fb (int sx, int sy, float val, float val2, bool flip)
IMPORT FB radial_fb (int sx, int sy, float x, float y, float r, float val_at_zero, float val_at_r)
IMPORT FB sin_fb (FB gradient)
IMPORT FB plus_fb (FB f1, FB f2)
IMPORT FB mul_fb (FB f, float mul)
IMPORT TXID txid_from_heavy (H heavy)
IMPORT H bitmap_prepare_heavy (EveryApi &ev, H bitmap_gen, int scanlines_per_slot)
IMPORT H network_heavy (std::string url, std::string homepageurl, H timing_heavy)
IMPORT H bitmap_heavy (BM bm, H timing)
IMPORT H png_heavy (EveryApi &ev, H data, std::string url, int texture_unit)
IMPORT H png_heavy2 (EveryApi &ev, H net, std::string url, int texture_unit, int sx, int sy)
IMPORT H mtl_heavy (EveryApi &ev, H net, std::string url_prefix, int texture_unit_delta)
IMPORT H progressive_heavy (EveryApi &ev, std::string url, std::string url2)
IMPORT H array_heavy (std::vector< H > vec)
IMPORT H thread_heavy (H threaded)
IMPORT H timing_heavy (int num_frames)
IMPORT TXID dyn_fetch_bitmap (EveryApi &ev, std::string url, int time, int texture_unit)
IMPORT TXID dyn_fetch_bitmap2 (EveryApi &ev, std::string url, std::string url2, int time, int texture_unit, int sx, int sy, int sx2, int sy2)
IMPORT std::vector< TXID > dyn_fetch_mtl (EveryApi &ev, std::string mtl_url, ML ml2)
IMPORT ML txidarray_from_heavy (EveryApi &ev, H heavy, std::vector< TXID > *vec, ML ml, int start_range, int end_range, int heavycount)
IMPORT IBM create_ibm (std::vector< BB > vec)
IMPORT BB choose_bool (IBM bm, int val)
IMPORT ARR choose_ints (IBM bm, int count)

Constructor & Destructor Documentation

◆ BitmapApi()

EXPORT GameApi::BitmapApi::BitmapApi ( Env & e)
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◆ ~BitmapApi()

EXPORT GameApi::BitmapApi::~BitmapApi ( )

Member Function Documentation

◆ add_shape_border()

GameApi::BM GameApi::BitmapApi::add_shape_border ( EveryApi & ev,
GameApi::BM bm,
float dist_field_size,
float start_range,
float end_range,
int r,
int g,
int b,
int a,
int border_size )
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◆ addsubrects()

IMPORT BM GameApi::BitmapApi::addsubrects ( BM orig)

◆ alpha_color()

EXPORT GameApi::BM GameApi::BitmapApi::alpha_color ( BM orig,
unsigned int color_key )

◆ alt()

EXPORT GameApi::BM GameApi::BitmapApi::alt ( std::vector< BM > vec,
int index )
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◆ anim_array()

EXPORT GameApi::BM GameApi::BitmapApi::anim_array ( GameApi::BM * bitmaparray,
int size )

◆ array()

GameApi::BMA GameApi::BitmapApi::array ( BM * array,
int size )
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◆ array_elem()

EXPORT GameApi::BM GameApi::BitmapApi::array_elem ( BMA array,
int i )

◆ array_heavy()

GameApi::H GameApi::BitmapApi::array_heavy ( std::vector< H > vec)
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◆ avg()

GameApi::BM GameApi::BitmapApi::avg ( BM bm1,
BM bm2 )
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◆ bitmap_heavy()

GameApi::H GameApi::BitmapApi::bitmap_heavy ( BM bm,
H timing )

◆ bitmap_prepare_heavy()

GameApi::H GameApi::BitmapApi::bitmap_prepare_heavy ( EveryApi & ev,
H bitmap_gen,
int scanlines_per_slot )

◆ blitbitmap()

EXPORT GameApi::BM GameApi::BitmapApi::blitbitmap ( BM bg,
BM orig,
int x,
int y )
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◆ blitbitmap_bb()

EXPORT GameApi::BM GameApi::BitmapApi::blitbitmap_bb ( BM bg,
BM orig,
int x,
int y,
BB mask )
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◆ blitbitmap_fb()

EXPORT GameApi::BM GameApi::BitmapApi::blitbitmap_fb ( BM bg,
BM orig,
int x,
int y,
FB mask )
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◆ bm_cubemap()

GameApi::BM GameApi::BitmapApi::bm_cubemap ( EveryApi & ev,
BM left,
BM top,
BM middle,
BM right,
BM back,
BM down,
int sx,
int sy )
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◆ bm_png_bm()

GameApi::BM GameApi::BitmapApi::bm_png_bm ( EveryApi & ev,
BM bm,
std::string url )
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◆ border()

GameApi::BM GameApi::BitmapApi::border ( BM bm,
int left,
int right,
int top,
int bottom )
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◆ bump_map()

GameApi::BM GameApi::BitmapApi::bump_map ( FB fb,
float h )
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◆ calculate_baked_light()

GameApi::BM GameApi::BitmapApi::calculate_baked_light ( P p,
P p2,
BM texture,
int count,
float light_pos_x,
float light_pos_y,
float light_pos_z,
float shadow_darkness,
float softness )
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◆ chai_bm()

IMPORT BM GameApi::BitmapApi::chai_bm ( std::string url,
int sx,
int sy )
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◆ chessboard()

EXPORT GameApi::BM GameApi::BitmapApi::chessboard ( int tile_sx,
int tile_sy,
int count_x,
int count_y,
unsigned int c1,
unsigned int c2 )
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◆ choose_bool()

GameApi::BB GameApi::BitmapApi::choose_bool ( IBM bm,
int val )
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◆ choose_color()

GameApi::BB GameApi::BitmapApi::choose_color ( BM bm,
unsigned int c1,
unsigned int c2 )
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◆ choose_ints()

GameApi::ARR GameApi::BitmapApi::choose_ints ( IBM bm,
int count )
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◆ choose_neg_zero_positive()

GameApi::ARR GameApi::BitmapApi::choose_neg_zero_positive ( EveryApi & ev,
FB fb,
float pos )
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◆ circular_gradient()

GameApi::BM GameApi::BitmapApi::circular_gradient ( int sx,
int sy,
unsigned int center_color,
unsigned int edge_color )
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◆ color_bm()

GameApi::BM GameApi::BitmapApi::color_bm ( BM bm,
unsigned int color )
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◆ color_range()

EXPORT GameApi::BM GameApi::BitmapApi::color_range ( BM orig,
unsigned int source_upper,
unsigned int source_lower,
unsigned int target_upper,
unsigned int target_lower )

◆ colorvalue()

EXPORT unsigned int GameApi::BitmapApi::colorvalue ( GameApi::BM orig,
int x,
int y )

◆ compose_x()

GameApi::BM GameApi::BitmapApi::compose_x ( BM bm1,
BM bm2 )
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◆ compose_y()

GameApi::BM GameApi::BitmapApi::compose_y ( BM bm1,
BM bm2 )
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◆ conical_gradient()

EXPORT GameApi::BM GameApi::BitmapApi::conical_gradient ( int sx,
int sy,
float x,
float y,
float angle1,
float angle2,
unsigned int color_1,
unsigned int color_2 )

◆ convert_fb_to_ibm_bitmap()

GameApi::IBM GameApi::BitmapApi::convert_fb_to_ibm_bitmap ( FB fb,
float start,
float d )
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◆ convert_ibm_to_vx()

GameApi::VX GameApi::BitmapApi::convert_ibm_to_vx ( IBM bm)
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◆ create_ibm()

GameApi::IBM GameApi::BitmapApi::create_ibm ( std::vector< BB > vec)
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◆ cubemap()

GameApi::ARR GameApi::BitmapApi::cubemap ( BM bm)
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◆ debug_number()

GameApi::BM GameApi::BitmapApi::debug_number ( GameApi::EveryApi & ev,
GameApi::BM bm0,
int num,
bool disable,
std::string url )
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◆ display_bitmaps()

GameApi::ML GameApi::BitmapApi::display_bitmaps ( GameApi::EveryApi & ev,
std::vector< BM > vec,
float start_time,
float delta_time )
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◆ dup_x()

EXPORT GameApi::BM GameApi::BitmapApi::dup_x ( BM orig)

◆ dyn_fetch_bitmap()

GameApi::TXID GameApi::BitmapApi::dyn_fetch_bitmap ( EveryApi & ev,
std::string url,
int time,
int texture_unit )
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◆ dyn_fetch_bitmap2()

GameApi::TXID GameApi::BitmapApi::dyn_fetch_bitmap2 ( EveryApi & ev,
std::string url,
std::string url2,
int time,
int texture_unit,
int sx,
int sy,
int sx2,
int sy2 )
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◆ dyn_fetch_mtl()

std::vector< GameApi::TXID > GameApi::BitmapApi::dyn_fetch_mtl ( EveryApi & ev,
std::string mtl_url,
ML ml2 )

◆ empty_array()

EXPORT GameApi::BMA GameApi::BitmapApi::empty_array ( )

◆ findtile()

EXPORT GameApi::BM GameApi::BitmapApi::findtile ( GameApi::BM tile_bitmap,
int x,
int y )

◆ fix_edges()

GameApi::BM GameApi::BitmapApi::fix_edges ( BM bm)
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◆ flip_tile_bitmap()

GameApi::BM GameApi::BitmapApi::flip_tile_bitmap ( BM bm,
int sx,
int sy,
bool is_x )

◆ flip_x()

EXPORT GameApi::BM GameApi::BitmapApi::flip_x ( BM orig)
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◆ flip_y()

EXPORT GameApi::BM GameApi::BitmapApi::flip_y ( BM orig)
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◆ flood_fill()

GameApi::FB GameApi::BitmapApi::flood_fill ( FB fb,
float percentage,
int x,
int y,
bool inv )
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◆ flood_fill_color()

GameApi::BM GameApi::BitmapApi::flood_fill_color ( EveryApi & ev,
BM bm,
float percentage,
int x,
int y,
unsigned int color )
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◆ flood_fill_color_inv()

GameApi::BM GameApi::BitmapApi::flood_fill_color_inv ( EveryApi & ev,
BM bm,
float percentage,
int x,
int y,
unsigned int color )
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◆ function()

EXPORT GameApi::BM GameApi::BitmapApi::function ( std::function< unsigned(int, int)> f,
int sx,
int sy )

◆ gif_anim()

GameApi::ML GameApi::BitmapApi::gif_anim ( EveryApi & ev,
ML ml3,
int key,
float time_delta,
int num,
std::string filename,
int delay )
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◆ gradient()

EXPORT GameApi::BM GameApi::BitmapApi::gradient ( PT pos_1,
PT pos_2,
unsigned int color_1,
unsigned int color_2,
int sx,
int sy )
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◆ gradient_fb()

GameApi::FB GameApi::BitmapApi::gradient_fb ( int sx,
int sy,
float val,
float val2,
bool flip )
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◆ gradient_y()

EXPORT GameApi::BM GameApi::BitmapApi::gradient_y ( unsigned int color_1,
unsigned int color_2,
int sx,
int sy )

◆ gray_to_black()

GameApi::BM GameApi::BitmapApi::gray_to_black ( BM bm,
float val )
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◆ grid_ml()

GameApi::ML GameApi::BitmapApi::grid_ml ( EveryApi & ev,
ML next,
IBM map,
float y,
float pos_x,
float pos_z,
float x_vec_x,
float x_vec_z,
float z_vec_x,
float z_vec_z,
int start_x,
int start_z,
float frame_inc )
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◆ growbitmap()

EXPORT GameApi::BM GameApi::BitmapApi::growbitmap ( GameApi::BM orig,
int l,
int t,
int r,
int b )

◆ Indicator()

GameApi::BM GameApi::BitmapApi::Indicator ( int sx,
int sy,
int g_ind )
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◆ intbitmap_bm()

GameApi::BM GameApi::BitmapApi::intbitmap_bm ( IBM ibm)
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◆ intbitmap_loader()

GameApi::IBM GameApi::BitmapApi::intbitmap_loader ( std::string url)
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◆ interpolate_bitmap()

EXPORT GameApi::BM GameApi::BitmapApi::interpolate_bitmap ( GameApi::BM orig1,
GameApi::BM orig2,
float x )
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◆ intvalue()

EXPORT int GameApi::BitmapApi::intvalue ( GameApi::BM orig,
int x,
int y )
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◆ isoline_render()

GameApi::BB GameApi::BitmapApi::isoline_render ( EveryApi & ev,
FB bm,
float start_range,
float end_range,
float delta_range,
int num )
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◆ isoline_render2()

GameApi::ML GameApi::BitmapApi::isoline_render2 ( EveryApi & ev,
FB fb,
float pos,
float delta_pos,
int num )
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◆ lightmap_bitmap()

GameApi::BM GameApi::BitmapApi::lightmap_bitmap ( int sx,
int sy,
P faces,
P faces2,
int face,
float light_dir_x,
float light_dir_y,
float light_dir_z )
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◆ load_png_from_temp()

void GameApi::BitmapApi::load_png_from_temp ( std::string filename,
void(* fptr )(void *),
void * data,
bool & success )

◆ load_png_from_temp2()

GameApi::BM GameApi::BitmapApi::load_png_from_temp2 ( std::string filename)

◆ load_png_from_temp3()

void GameApi::BitmapApi::load_png_from_temp3 ( std::string filename)

◆ loadbitmap()

EXPORT GameApi::BM GameApi::BitmapApi::loadbitmap ( std::string filename)
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◆ loadbitmapfromurl()

EXPORT GameApi::BM GameApi::BitmapApi::loadbitmapfromurl ( std::string url)
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◆ loadposbitmap()

EXPORT GameApi::BM GameApi::BitmapApi::loadposbitmap ( std::string filename)
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◆ loadtilebitmap()

EXPORT GameApi::BM GameApi::BitmapApi::loadtilebitmap ( std::string filename,
int tile_sx,
int tile_sy )
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◆ mandelbrot()

EXPORT GameApi::BM GameApi::BitmapApi::mandelbrot ( bool julia,
float start_x,
float end_x,
float start_y,
float end_y,
float xx,
float yy,
int sx,
int sy,
int count )
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◆ mandelbrot2()

EXPORT GameApi::BM GameApi::BitmapApi::mandelbrot2 ( bool julia,
float start_x,
float end_x,
float start_y,
float end_y,
float xx,
float yy,
int sx,
int sy,
int count )

◆ median_filter()

GameApi::BM GameApi::BitmapApi::median_filter ( BM bm,
int sx,
int sy )
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◆ memoize()

EXPORT GameApi::BM GameApi::BitmapApi::memoize ( GameApi::BM bm)
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◆ memoize_all()

EXPORT GameApi::BM GameApi::BitmapApi::memoize_all ( GameApi::BM bm)

◆ modify_bitmap()

EXPORT GameApi::BM GameApi::BitmapApi::modify_bitmap ( GameApi::BM orig,
BM bm,
int x,
int y )

◆ mtl_heavy()

GameApi::H GameApi::BitmapApi::mtl_heavy ( GameApi::EveryApi & ev,
H net,
std::string url_prefix,
int texture_unit_delta )

◆ mul_fb()

GameApi::FB GameApi::BitmapApi::mul_fb ( FB f,
float mul )
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◆ network_heavy()

GameApi::H GameApi::BitmapApi::network_heavy ( std::string url,
std::string homepageurl,
H timing_heavy )
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◆ newbitmap()

EXPORT GameApi::BM GameApi::BitmapApi::newbitmap ( int sx,
int sy,
unsigned int color = 0x00000000 )
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◆ newbitmap_bb()

EXPORT GameApi::BM GameApi::BitmapApi::newbitmap_bb ( BB bb,
unsigned int color )
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◆ newbitmap_bm()

EXPORT GameApi::BM GameApi::BitmapApi::newbitmap_bm ( BM bm,
unsigned int color )
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◆ newbitmap_fb()

EXPORT GameApi::BM GameApi::BitmapApi::newbitmap_fb ( FB fb,
unsigned int color )
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◆ newcolorbitmap()

EXPORT GameApi::BM GameApi::BitmapApi::newcolorbitmap ( char * array,
int sz,
int sy,
std::function< unsigned int(char)> f )

◆ newintbitmap()

EXPORT GameApi::BM GameApi::BitmapApi::newintbitmap ( char * array,
int sx,
int sy,
std::function< int(char)> f )

◆ newtilebitmap()

EXPORT GameApi::BM GameApi::BitmapApi::newtilebitmap ( int sx,
int sy,
int tile_sx,
int tile_sy )

◆ noise_vectors()

GameApi::BM GameApi::BitmapApi::noise_vectors ( int sx,
int sy )
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◆ p_world_from_bitmap()

GameApi::P GameApi::BitmapApi::p_world_from_bitmap ( GameApi::EveryApi & ev,
std::vector< P > vec,
IBM world,
float pos_x,
float pos_y,
float pos_z,
float dx,
float dz,
float y )
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◆ persistent_cache()

GameApi::BM GameApi::BitmapApi::persistent_cache ( BM orig,
std::string filename )
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◆ plus_bitmap()

GameApi::BM GameApi::BitmapApi::plus_bitmap ( BM bm,
BM bm2 )
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◆ plus_fb()

GameApi::FB GameApi::BitmapApi::plus_fb ( FB f1,
FB f2 )
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◆ png_heavy()

GameApi::H GameApi::BitmapApi::png_heavy ( EveryApi & ev,
H data,
std::string url,
int texture_unit )
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◆ png_heavy2()

GameApi::H GameApi::BitmapApi::png_heavy2 ( EveryApi & ev,
H net,
std::string url,
int texture_unit,
int sx,
int sy )
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◆ prepare()

void GameApi::BitmapApi::prepare ( BM bm)

◆ progressive_heavy()

IMPORT H GameApi::BitmapApi::progressive_heavy ( EveryApi & ev,
std::string url,
std::string url2 )

◆ radial_fb()

GameApi::FB GameApi::BitmapApi::radial_fb ( int sx,
int sy,
float x,
float y,
float r,
float val_at_zero,
float val_at_r )
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◆ radial_gradient()

EXPORT GameApi::BM GameApi::BitmapApi::radial_gradient ( int sx,
int sy,
PT pos,
float r1,
float r2,
unsigned int color_1,
unsigned int color_2 )

◆ random_int_bitmap()

GameApi::IBM GameApi::BitmapApi::random_int_bitmap ( int sx,
int sy,
int min_value,
int max_value )

◆ range_choose()

GameApi::BB GameApi::BitmapApi::range_choose ( FB bm,
float start_range,
float end_range )
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◆ ready_to_prepare()

EXPORT bool GameApi::BitmapApi::ready_to_prepare ( BM bm)

◆ render_volume_object()

GameApi::BM GameApi::BitmapApi::render_volume_object ( O o,
float start_x,
float end_x,
float start_y,
float end_y,
float z,
int sx,
int sy,
float ray_length,
int sample_count )
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◆ repeat_bitmap()

EXPORT GameApi::BM GameApi::BitmapApi::repeat_bitmap ( BM orig,
int xcount,
int ycount )
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◆ rot90()

EXPORT GameApi::BM GameApi::BitmapApi::rot90 ( BM orig)
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◆ sample_bitmap()

IMPORT BM GameApi::BitmapApi::sample_bitmap ( BM orig,
float xmult,
float ymult,
float x,
float y )

◆ save_png()

void GameApi::BitmapApi::save_png ( BM bm,
std::string filename )

◆ save_png_ml()

GameApi::ML GameApi::BitmapApi::save_png_ml ( GameApi::EveryApi & ev,
BM bm,
std::string filename )
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◆ save_raw()

GameApi::ML GameApi::BitmapApi::save_raw ( BM bm,
std::string filename )
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◆ savebitmap()

EXPORT void GameApi::BitmapApi::savebitmap ( GameApi::BM bm,
std::string filename,
bool alpha = false )

◆ savebitmap_ml()

EXPORT GameApi::ML GameApi::BitmapApi::savebitmap_ml ( EveryApi & ev,
BM bm,
std::string filename,
bool alpha,
float time )

◆ savepng_array_ml()

EXPORT GameApi::ML GameApi::BitmapApi::savepng_array_ml ( EveryApi & ev,
std::vector< BM > bms,
std::string filename_start,
std::string filename_end,
bool alpha,
float time )
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◆ scale_bitmap()

EXPORT GameApi::BM GameApi::BitmapApi::scale_bitmap ( EveryApi & ev,
BM orig,
int sx,
int sy )
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◆ scale_bitmap2()

IMPORT CBM GameApi::BitmapApi::scale_bitmap2 ( BM bm)
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◆ scale_bitmap_fullscreen()

EXPORT GameApi::BM GameApi::BitmapApi::scale_bitmap_fullscreen ( EveryApi & ev,
BM orig )
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◆ scale_to_size()

GameApi::BM GameApi::BitmapApi::scale_to_size ( BM bm,
int sz )
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◆ script_bitmap()

GameApi::BM GameApi::BitmapApi::script_bitmap ( std::string url,
int sx,
int sy )
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◆ simple_blur()

GameApi::BM GameApi::BitmapApi::simple_blur ( BM bm,
float center,
float left,
float right,
float top,
float bottom )
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◆ sin_fb()

GameApi::FB GameApi::BitmapApi::sin_fb ( FB gradient)
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◆ size_x()

EXPORT int GameApi::BitmapApi::size_x ( BM bm)
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◆ size_y()

EXPORT int GameApi::BitmapApi::size_y ( BM bm)
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◆ space()

IMPORT SP GameApi::BitmapApi::space ( BM bm)

◆ sphere_rays_bitmap()

GameApi::BM GameApi::BitmapApi::sphere_rays_bitmap ( float center_x,
float center_y,
float center_z,
float radius,
float delta_alfa,
float delta_beta,
FS field,
int maxiter,
float c,
int fptr_enum,
std::vector< PT > vec,
int vec_choose )
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◆ stable_diffusion()

GameApi::BM GameApi::BitmapApi::stable_diffusion ( EveryApi & ev,
std::string prompt,
std::string filename )
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◆ subbitmap()

GameApi::BM GameApi::BitmapApi::subbitmap ( GameApi::BM orig,
int x,
int y,
int width,
int height )
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◆ subbitmapimage()

IMPORT BM GameApi::BitmapApi::subbitmapimage ( BM orig,
int r_start_range,
int r_end_range,
int g_start_range,
int g_end_range,
int b_start_range,
int b_end_range,
unsigned int empty_color )

◆ thread_heavy()

GameApi::H GameApi::BitmapApi::thread_heavy ( H threaded)

◆ timing_heavy()

GameApi::H GameApi::BitmapApi::timing_heavy ( int num_frames)
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◆ transform()

EXPORT GameApi::BM GameApi::BitmapApi::transform ( BM orig,
std::function< unsigned int(int, int, unsigned int)> f )

◆ txid_from_heavy()

GameApi::TXID GameApi::BitmapApi::txid_from_heavy ( H heavy)
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◆ txidarray_from_heavy()

GameApi::ML GameApi::BitmapApi::txidarray_from_heavy ( GameApi::EveryApi & ev,
H heavy,
std::vector< TXID > * vec,
ML ml,
int start_range,
int end_range,
int heavycount )

◆ vertical_bitmap_display()

GameApi::ML GameApi::BitmapApi::vertical_bitmap_display ( EveryApi & ev,
std::vector< BM > vec,
float y_delta )
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◆ video_source()

IMPORT TXID GameApi::BitmapApi::video_source ( std::string filename,
int sx,
int sy )
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◆ world_from_bitmap()

EXPORT GameApi::BM GameApi::BitmapApi::world_from_bitmap ( std::function< BM(int)> f,
BM int_bm,
int dx,
int dy )
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◆ world_from_bitmap2()

EXPORT GameApi::BM GameApi::BitmapApi::world_from_bitmap2 ( EveryApi & ev,
std::vector< BM > v,
std::string filename,
std::string chars,
int dx,
int dy,
int sx,
int sy )

◆ world_from_bitmap3()

EXPORT GameApi::BM GameApi::BitmapApi::world_from_bitmap3 ( EveryApi & ev,
std::vector< BM > v,
std::string url,
std::string chars,
int dx,
int dy )
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◆ write_gif_anim()

GameApi::ML GameApi::BitmapApi::write_gif_anim ( std::vector< BM > vec,
std::string filename,
int delay )
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◆ write_gif_anim2()

GameApi::ML GameApi::BitmapApi::write_gif_anim2 ( Array< int, int > * vec,
std::string filename,
int delay )
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The documentation for this class was generated from the following files: