Textures now render properly
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@@ -108,6 +108,16 @@ func (element *Artist) draw () {
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c32 := element.cellAt(3, 2)
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shapes.StrokeRectangle(c32, c41, 5)
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// 4, 2
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c42 := element.cellAt(4, 2)
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// 0, 3
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c03 := element.cellAt(0, 3)
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patterns.Border {
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Canvas: element.thingy(c42),
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Inset: artist.Inset { 8, 8, 8, 8 },
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}.Draw(c03, c03.Bounds())
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// how long did that take to render?
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drawTime := time.Since(drawStart)
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textDrawer := textdraw.Drawer { }
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@@ -165,3 +175,14 @@ func (element *Artist) cellAt (x, y int) (canvas.Canvas) {
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x * cellBounds.Dx(),
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y * cellBounds.Dy())))
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}
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func (element *Artist) thingy (destination canvas.Canvas) (result canvas.Canvas) {
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bounds := destination.Bounds()
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bounds = image.Rect(0, 0, 32, 32).Add(bounds.Min)
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shapes.FillColorRectangle(destination, artist.Hex(0x440000FF), bounds)
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shapes.StrokeColorRectangle(destination, artist.Hex(0xFF0000FF), bounds, 1)
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shapes.StrokeColorRectangle(destination, artist.Hex(0x004400FF), bounds.Inset(4), 1)
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shapes.FillColorRectangle(destination, artist.Hex(0x004444FF), bounds.Inset(12))
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shapes.StrokeColorRectangle(destination, artist.Hex(0x888888FF), bounds.Inset(8), 1)
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return canvas.Cut(destination, bounds)
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}
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