metropolis 0.9.1

A high level easy to use graphics renderer
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//!this crate is a high level easy to use graphics renderer inspired by processing in java and p5 in
//!javascript. Working with it utilizes high level function like arc,line,rect and such that are
//!you to make sveral canvases and display them as you wish. 3D is also coming and is currently
//!under development(for now it's just 2D functions).
//!the way to use the library is to use the size function to create a canvas with a fixed
//!size(width,height), afterwards, you create some setup variable and setup the background for the
//!animation/game/test/simulation you want to run, then you create a closure and save it to a variable,
//!and finally send it to the show function(designed to loop over the draw function).
//!like this (grvaity example):
//!```
//!use metropolis::*;
//!use metropolis::color::*;
//!fn main() {
//!   //here I set up the background, height, width,spd,and the position on y
//!   let height = 900;
//!   let width = 1200;
//!   size(width,height);
//!   let mut spd = 0;
//!   let mut posy = 0;
//!   background(grayscale(100));
//!   let draw =move || {
//!   //inside the draw function I create the accelaration to simulate gravity
//!       spd+=1;
//!      if posy+50< height{
//!           posy+=spd;
//!       }
//!       // and those are the library functions fill-which makes the filled color be pinkish
//!       // and circle which draws a circle with a center in 400(in x) and posy(changing y), with a
//!       //radius of 100.
//!   fill(rgb(255,0,100));
//!   circle(400,posy,100);
//!  };
//!  //finally I send the draw function into show like that(should be used without the commenting,
//! //it's commented because it loopes over with no timeout
//!   //show(draw);
//!}
//!```
//!or you can do something similar only with a safe canvas struct(take your pick for your use case:
//!the public canvas struct(there is actually an inner one for the static functions). it is
//!```
//!use metropolis::color::*;
//!use metropolis::canvas::Canvas;
//!fn main(){
//!       let height = 600;
//!   let width = 800;
//!   //size(width, height);
//!   let mut canv:Canvas= Canvas::new(width,height);
//!   canv.background(grayscale(100));
//!   let draw = |mut canvas:Canvas|->Canvas {
//!       let curve_vec: Vec<[i64; 2]> = vec![
//!           [0, 400],
//!           [30, 370],
//!           [50, 300],
//!           [75, 257],
//!           [80, 240],
//!           [150, 150],
//!          [250, 050],
//!      ];
//!       canvas.bezierCurve(curve_vec);
//!        canvas
//!   };
//!   canv.show(draw);
//!}
//!```
//!as you may see the draw loop is designed a bit different.
mod vertex;
use vertex::*;
mod mapping;
mod setup;
mod shaders;
use mapping::*;
///the canvas mod contains the canvas and image structs used to create multiple and multithreading
///safe canvases
pub mod canvas;
pub use canvas::*;
mod text;
mod compute;
mod canvas_glob;
use canvas_glob::*;
///a module used for coloring in this crate, will be adding more functions and easier set in the
///future.
pub mod color;
//pub mod page;
///a module to provide some mathematical help functions from the crate.
///Will be much expanded upon in the near future.
pub mod vector;
pub mod math;
pub mod elements;
use color::*;
use math::{bezier_points, catmull_rom_chain};
pub static mut FPS:f32 = 0f32;
pub static mut HEIGHT:u16 = 0u16;
pub static mut WIDTH:u16 = 0u16;
use vulkano::image::Dimensions;
use png;
use std::fs::File;
pub use winit::VirtualKeyCode as keyCode;
pub use winit::MouseButton;
use winit::ModifiersState;
fn add_to_text(pusher: Stext) {
    unsafe {
        match &TEXT_VEC {
            None => {
                TEXT_VEC = Some(vec![pusher]);
            }
            Some(vec1) => {
                let mut vec2 = vec1.clone();
                vec2.push(pusher);
                TEXT_VEC = Some(vec2);
            }
        };
    }
}
fn add_to_fill(pusher: Vertex) {
    unsafe {
        match &FILL_VERTECIES {
            None => {
                FILL_VERTECIES = Some(vec![pusher]);
            }
            Some(vec1) => {
                let mut vec2 = vec1.clone();
                vec2.push(pusher);
                FILL_VERTECIES = Some(vec2);
            }
        };
    }
}
fn add_to_stroke(pusher: Vertex) {
    unsafe {
        match &STROKE_VERTECIES {
            None => {
                STROKE_VERTECIES = Some(vec![pusher]);
            }
            Some(vec1) => {
                let mut vec2 = vec1.clone();
                vec2.push(pusher);
                STROKE_VERTECIES = Some(vec2);
            }
        };
    }
}
///keeps the key pressed in the key event until a new key is pressed
#[allow(non_snake_case)]
pub fn lockKeyEvent(){
    unsafe{
    CANVAS.key.keep_key = true;
    }
}
///returns the x scroll delta of the mouse
#[allow(non_snake_case)]
pub fn mouseScrollX()->i64{
    unsafe{
    CANVAS.mouse_scroll.delta_x()
    }
}
///returns the y scroll delta of the mouse
#[allow(non_snake_case)]
pub fn mouseScrollY()->i64{
    unsafe{
    CANVAS.mouse_scroll.delta_y()
    }
}
///returns the current key that is pressed on the mouse.
#[allow(non_snake_case)]
pub fn mouseClick()->MouseButton{
    unsafe{
    match CANVAS.mouse.btn{
    Some(btn)=> {return btn;},
    None=> {return MouseButton::Other(99);}
    }
    }
}
///returns the x position of the mouse
#[allow(non_snake_case)]
pub fn mouseX()->u16{
    unsafe{
    CANVAS.cursor_pos.0
    }
}
///returns the y position of the mouse
#[allow(non_snake_case)]
pub fn mouseY()->u16{
    unsafe{
    CANVAS.cursor_pos.1
    }
}
///creates the canvas with the width and height sent to this function
pub fn size(width: u16, height: u16) {
    unsafe {
        CANVAS.size = (width, height);
    }
}
///returns the current key that is pressed.
#[allow(non_snake_case)]
pub fn keyPressed()->keyCode{
    unsafe{
    match CANVAS.key.keycode{
    Some(key)=> {return key;},
    None=> {return keyCode::Power;}
    }
    }
}
///returns the current state of the modifiers
pub fn get_modifiers()->ModifiersState{
    unsafe{
    CANVAS.key.get_mod()
    }
}
///recieves f32 ext size and sets the canvases text_size to that size
#[allow(non_snake_case)]
pub fn textSize(sz:u8) {
    unsafe {
        CANVAS.text_size = sz as f32;
    }
}
///this is the function used to run the animation
pub fn show<F>(draw_fn: F)
where
    F: FnMut() + 'static,
{
    unsafe {
        CANVAS.show(draw_fn);
    }
}
///recieves the x and y of the top spot and then the width and height of the rectangle you want
///built.
pub fn rect(x: u16, y: u16, width: u16, height: u16) {
    unsafe {
        let scale = [CANVAS.size.0, CANVAS.size.1];
        let t_l = map([x, y], scale);
        let b_r = map([x + width, y + height], scale);
        let t_r = map([x + width, y], scale);
        let b_l = map([x, y + height], scale);
        if CANVAS.fill {
            let color = CANVAS.fill_color;
            add_to_fill(Vertex {
                position: b_r,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: t_r,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: t_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: t_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: b_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: b_r,
                color,
                tex_coords:[0f32,0f32],
            });
        }
        if CANVAS.stroke {
            let color = CANVAS.color;
            add_to_stroke(Vertex {
                position: t_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: t_r,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: t_r,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: b_r,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: b_r,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: b_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: b_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: t_l,
                color,
                tex_coords:[0f32,0f32],
            });
        }
    }
}
///recieves the x and y of the top spot and then the width of the sqaure you want built.
pub fn square(x: u16, y: u16, width: u16) {
    unsafe {
        let scale = [CANVAS.size.0, CANVAS.size.1];
        let t_l = map([x, y], scale);
        let b_r = map([x + width, y + width], scale);
        let t_r = map([x + width, y], scale);
        let b_l = map([x, y + width], scale);
        if CANVAS.fill {
            let color = CANVAS.fill_color;
            add_to_fill(Vertex {
                position: b_r,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: t_r,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: t_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: t_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: b_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: b_r,
                color,
                tex_coords:[0f32,0f32],
            });
        }
        if CANVAS.stroke {
            let color = CANVAS.color;
            add_to_stroke(Vertex {
                position: t_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: t_r,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: t_r,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: b_r,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: b_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: b_l,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: t_l,
                color,
                tex_coords:[0f32,0f32],
            });
        }
    }
}
///recieves the x and y of the top point and then the x and the y of the bottom point and creates a
///line between them.
pub fn line(x: u16, y: u16, x2: u16, y2: u16) {
    unsafe {
        let scale = [CANVAS.size.0, CANVAS.size.1];
        let srt = map([x, y], scale);
        let fin = map([x2, y2], scale);
        let color = CANVAS.color;
        add_to_stroke(Vertex {
            position: srt,
            color,
                tex_coords:[0f32,0f32],
        });
        add_to_stroke(Vertex {
            position: fin,
            color,
                tex_coords:[0f32,0f32],
        });
    }
}
///recieves the x and y of the 3 points of the triangle and creates it based on them
pub fn triangle(x1: u16, y1: u16, x2: u16, y2: u16, x3: u16, y3: u16) {
    unsafe {
        let scale = [CANVAS.size.0, CANVAS.size.1];
        let pt1 = map([x1, y1], scale);
        let pt2 = map([x2, y2], scale);
        let pt3 = map([x3, y3], scale);
        if CANVAS.fill {
            let color = CANVAS.fill_color;
            add_to_fill(Vertex {
                position: pt1,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: pt2,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: pt3,
                color,
                tex_coords:[0f32,0f32],
            });
        }
        if CANVAS.stroke {
            let color = CANVAS.color;
            add_to_stroke(Vertex {
                position: pt1,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt2,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt2,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt3,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt3,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt1,
                color,
                tex_coords:[0f32,0f32],
            });
        }
    }
}
///recieves the x and y of the 4 points of the quad and creates it based on them
pub fn quad(x1: u16, y1: u16, x2: u16, y2: u16, x3: u16, y3: u16, x4: u16, y4: u16) {
    unsafe {
        let scale = [CANVAS.size.0, CANVAS.size.1];
        let pt1 = map([x1, y1], scale);
        let pt2 = map([x2, y2], scale);
        let pt3 = map([x3, y3], scale);
        let pt4 = map([x4, y4], scale);
        if CANVAS.fill {
            let color = CANVAS.fill_color;
            add_to_fill(Vertex {
                position: pt1,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: pt2,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: pt3,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: pt4,
                color,
                tex_coords:[0f32,0f32],
            });
        }
        if CANVAS.stroke {
            let color = CANVAS.color;
            add_to_stroke(Vertex {
                position: pt1,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt2,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt2,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt3,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt3,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt4,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt4,
                color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: pt1,
                color,
                tex_coords:[0f32,0f32],
            });
        }
    }
}
///recieves the x and the y of the center of the ellipse and the width and height of the ellipse
///and creates it accordingly
pub fn ellipse(x: u16, y: u16, a: u16, b: u16) {
    unsafe {
        let scale = [CANVAS.size.0, CANVAS.size.1];
        if CANVAS.stroke && !(CANVAS.fill && CANVAS.color == CANVAS.fill_color) {
            let mut pt_x = x as f32 + a as f32;
            let mut pt_y = y as f32;
            for an in (0..360).step_by(6) {
                let ptx = x as f32 + ((an as f32 / 360.0) * 6.28).cos() * a as f32;
                let pty = y as f32 + ((an as f32 / 360.0) * 6.28).sin() * b as f32;
                add_to_stroke(Vertex {
                    position: map_circ([pt_x, pt_y], scale),
                    color: CANVAS.color,
                tex_coords:[0f32,0f32],
                });
                add_to_stroke(Vertex {
                    position: map_circ([ptx, pty], scale),
                    color: CANVAS.color,
                tex_coords:[0f32,0f32],
                });
                pt_x = ptx;
                pt_y = pty;
            }
            add_to_stroke(Vertex {
                position: map_circ([pt_x, pt_y], scale),
                color: CANVAS.color,
                tex_coords:[0f32,0f32],
            });
            pt_x = x as f32 + a as f32 + 0.5;
            pt_y = y as f32 + 0.5;
            add_to_stroke(Vertex {
                position: map_circ([pt_x, pt_y], scale),
                color: CANVAS.color,
                tex_coords:[0f32,0f32],
            });
        }
        if CANVAS.fill {
            let mut pt_x = x as f32 + a as f32;
            let mut pt_y = y as f32;
            for an in (0..360).step_by(6) {
                let ptx = x as f32 + ((an as f32 / 360.0) * 6.28).cos() * a as f32;
                let pty = y as f32 + ((an as f32 / 360.0) * 6.28).sin() * b as f32;
                add_to_fill(Vertex {
                    position: map_circ([pt_x, pt_y], scale),
                    color: CANVAS.fill_color,
                tex_coords:[0f32,0f32],
                });
                add_to_fill(Vertex {
                    position: map_circ([ptx, pty], scale),
                    color: CANVAS.fill_color,
                tex_coords:[0f32,0f32],
                });
                add_to_fill(Vertex {
                    position: map_circ([x as f32, y as f32], scale),
                    color: CANVAS.fill_color,
                tex_coords:[0f32,0f32],
                });
                pt_x = ptx;
                pt_y = pty;
            }
            add_to_fill(Vertex {
                position: map_circ([pt_x, pt_y], scale),
                color: CANVAS.fill_color,
                tex_coords:[0f32,0f32],
            });
            pt_x = x as f32 + a as f32 + 0.5;
            pt_y = y as f32 + 0.5;
            add_to_fill(Vertex {
                position: map_circ([pt_x, pt_y], scale),
                color: CANVAS.fill_color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: map_circ([x as f32, y as f32], scale),
                color: CANVAS.fill_color,
                tex_coords:[0f32,0f32],
            });
        }
    }
}
///recieves the x and y of the center of the circle and the radius and builds it with them.
pub fn circle(x: u16, y: u16, rad: u16) {
    unsafe {
        let scale = [CANVAS.size.0, CANVAS.size.1];
        if CANVAS.stroke && !(CANVAS.fill && CANVAS.color == CANVAS.fill_color) {
            let mut pt_x = x as f32 + rad as f32;
            let mut pt_y = y as f32;
            for a in (0..360).step_by(6) {
                let ptx = x as f32 + ((a as f32 / 360.0) * 6.28).cos() * rad as f32;
                let pty = y as f32 + ((a as f32 / 360.0) * 6.28).sin() * rad as f32;
                add_to_stroke(Vertex {
                    position: map_circ([pt_x, pt_y], scale),
                    color: CANVAS.color,
                    tex_coords:[0f32,0f32],
                });
                add_to_stroke(Vertex {
                    position: map_circ([ptx, pty], scale),
                    color: CANVAS.color,
                    tex_coords:[0f32,0f32],
                });
                pt_x = ptx;
                pt_y = pty;
            }
            add_to_stroke(Vertex {
                position: map_circ([pt_x, pt_y], scale),
                color: CANVAS.color,
                tex_coords:[0f32,0f32],
            });
            pt_x = x as f32 + rad as f32 + 0.5;
            pt_y = y as f32 + 0.5;
            add_to_stroke(Vertex {
                position: map_circ([pt_x, pt_y], scale),
                color: CANVAS.color,
                tex_coords:[0f32,0f32],
            });
        }
        if CANVAS.fill {
            let mut pt_x = x as f32 + rad as f32;
            let mut pt_y = y as f32;
            for a in (0..360).step_by(6) {
                let ptx = x as f32 + ((a as f32 / 360.0) * 6.28).cos() * rad as f32;
                let pty = y as f32 + ((a as f32 / 360.0) * 6.28).sin() * rad as f32;
                add_to_fill(Vertex {
                    position: map_circ([pt_x, pt_y], scale),
                    color: CANVAS.fill_color,
                    tex_coords:[0f32,0f32],
                });
                add_to_fill(Vertex {
                    position: map_circ([ptx, pty], scale),
                    color: CANVAS.fill_color,
                    tex_coords:[0f32,0f32],
                });
                add_to_fill(Vertex {
                    position: map_circ([x as f32, y as f32], scale),
                    color: CANVAS.fill_color,
                    tex_coords:[0f32,0f32],
                });
                pt_x = ptx;
                pt_y = pty;
            }
            add_to_fill(Vertex {
                position: map_circ([pt_x, pt_y], scale),
                color: CANVAS.fill_color,
                tex_coords:[0f32,0f32],
            });
            pt_x = x as f32 + rad as f32 + 0.5;
            pt_y = y as f32 + 0.5;
            add_to_fill(Vertex {
                position: map_circ([pt_x, pt_y], scale),
                color: CANVAS.fill_color,
                tex_coords:[0f32,0f32],
            });
            add_to_fill(Vertex {
                position: map_circ([x as f32, y as f32], scale),
                color: CANVAS.fill_color,
                tex_coords:[0f32,0f32],
            });
        }
    }
}
///recieves the x and the y and makes a small circle in the spot(size depends on strokeWeight).
pub fn point(x: u16, y: u16) {
    unsafe {
        let stro = CANVAS.stroke;
        let fil = CANVAS.fill;
        CANVAS.stroke = false;
        CANVAS.fill = true;
        circle(x, y, CANVAS.stroke_weight as u16);
        CANVAS.stroke = stro;
        CANVAS.fill = fil;
    }
}
///enables fill and receives the color of the fill(the struct color) and sets the fill color to be
///the color.
pub fn fill(color: Color) {
    let r = color.get_r();
    let g = color.get_g();
    let b = color.get_b();
    let a = color.get_a();
    unsafe {
        CANVAS.fill = true;
        CANVAS.fill_color = mapping::map_colors([r, g, b, a]);
    }
}
///enables stroke and receives the color of the stroke(the struct color) and sets the stroke color to be
///the color.
pub fn stroke(color: Color) {
    let r = color.get_r();
    let g = color.get_g();
    let b = color.get_b();
    let a = color.get_a();
    unsafe {
        CANVAS.stroke = true;
        CANVAS.color = mapping::map_colors([r, g, b, a]);
    }
}
///sets the background color(using the color struct).
pub fn background(color: Color) {
    let r = color.get_r();
    let g = color.get_g();
    let b = color.get_b();
    let a = color.get_a();
    unsafe {
        CANVAS.background_color = mapping::map_colors([r, g, b, a]);
    }
}
///sets the stroke weight(the width of lines and points
#[allow(non_snake_case)]
pub fn strokeWeight(weight: u8) {
    unsafe {
        CANVAS.stroke_weight = weight;
    }
}
///disables fill on the canvas.
#[allow(non_snake_case)]
pub fn noFill() {
    unsafe {
        CANVAS.fill = false;
    }
}
///disables stroke on the canvas.
#[allow(non_snake_case)]
pub fn noStroke() {
    unsafe {
        CANVAS.stroke = false;
    }
}
///create an arc from a circle, recieves the center of the circle and the radius and the degrees
///covered by the arc (360 degree arc is a full circle).
pub fn arc(x: u16, y: u16, rad: u16, deg: u16) {
    unsafe {
        let scale = [CANVAS.size.0, CANVAS.size.1];
        if CANVAS.stroke && !(CANVAS.fill && CANVAS.color == CANVAS.fill_color) {
            let mut pt_x = x as f32 + rad as f32;
            let mut pt_y = y as f32;
            for a in (0..deg + 6).step_by(6) {
                let ptx = x as f32 + ((a as f32 / 360.0) * 6.28).cos() * rad as f32;
                let pty = y as f32 + ((a as f32 / 360.0) * 6.28).sin() * rad as f32;
                add_to_stroke(Vertex {
                    position: map_circ([pt_x, pt_y], scale),
                    color: CANVAS.color,
                    tex_coords:[0f32,0f32],
                });
                add_to_stroke(Vertex {
                    position: map_circ([ptx, pty], scale),
                    color: CANVAS.color,
                    tex_coords:[0f32,0f32],
                });
                pt_x = ptx;
                pt_y = pty;
            }
        }
        if CANVAS.fill {
            let mut pt_x = x as f32 + rad as f32;
            let mut pt_y = y as f32;
            for a in (0..deg + 6).step_by(6) {
                let ptx = x as f32 + ((a as f32 / 360.0) * 6.28).cos() * rad as f32;
                let pty = y as f32 + ((a as f32 / 360.0) * 6.28).sin() * rad as f32;
                add_to_fill(Vertex {
                    position: map_circ([pt_x, pt_y], scale),
                    color: CANVAS.fill_color,
                    tex_coords:[0f32,0f32],
                });
                add_to_fill(Vertex {
                    position: map_circ([ptx, pty], scale),
                    color: CANVAS.fill_color,
                    tex_coords:[0f32,0f32],
                });
                add_to_fill(Vertex {
                    position: map_circ([x as f32, y as f32], scale),
                    color: CANVAS.fill_color,
                    tex_coords:[0f32,0f32],
                });
                pt_x = ptx;
                pt_y = pty;
            }
        }
    }
}
///loopes over the array and uses curveVertex to create a bezier curve
#[allow(non_snake_case)]
pub fn bezierCurve(ptvec: Vec<[i64; 2]>) {
    for i in 0..(ptvec.len() - 3) {
        if (i + 1) % 4 == 0 || i == 0 {
            bezierCurveVertex(
                ptvec[i][0],
                ptvec[i][1],
                ptvec[i + 1][0],
                ptvec[i + 1][1],
                ptvec[i + 2][0],
                ptvec[i + 2][1],
                ptvec[i + 3][0],
                ptvec[i + 3][1],
            );
        }
    }
}
///loopes over the array and uses curveVertex to create a catmull rom chain curve
pub fn curve(ptvec: Vec<[i64; 2]>) {
    for i in 0..(ptvec.len() - 3) {
        bezierCurveVertex(
            ptvec[i][0],
            ptvec[i][1],
            ptvec[i + 1][0],
            ptvec[i + 1][1],
            ptvec[i + 2][0],
            ptvec[i + 2][1],
            ptvec[i + 3][0],
            ptvec[i + 3][1],
        );
    }
}
///uses the catmull rom chain algorithm in order to create a curve
#[allow(non_snake_case)]
pub fn curveVertex(x1: i64, y1: i64, x2: i64, y2: i64, x3: i64, y3: i64, x4: i64, y4: i64) {
    let c = catmull_rom_chain(x1, y1, x2, y2, x3, y3, x4, y4);
    unsafe {
        let scale = [CANVAS.size.0, CANVAS.size.1];
        for pt in c.iter() {
            add_to_stroke(Vertex {
                position: mapf(*pt, scale),
                color: CANVAS.color,
                tex_coords:[0f32,0f32],
            });
        }
    }
}
///uses the cubic bezier curve algorithm in order to create a curve
#[allow(non_snake_case)]
pub fn bezierCurveVertex(x1: i64, y1: i64, x2: i64, y2: i64, x3: i64, y3: i64, x4: i64, y4: i64) {
    let c = bezier_points(x1, y1, x2, y2, x3, y3, x4, y4);
    unsafe {
        let scale = [CANVAS.size.0, CANVAS.size.1];
        let mut ptnxt = c[0];
        for pt in c.iter() {
            add_to_stroke(Vertex {
                position: mapf(ptnxt, scale),
                color: CANVAS.color,
                tex_coords:[0f32,0f32],
            });
            add_to_stroke(Vertex {
                position: mapf(*pt, scale),
                color: CANVAS.color,
                tex_coords:[0f32,0f32],
            });
            ptnxt = *pt;
        }
    }
}
///drawes a text of a certain color and locaion on the canvas
pub fn text(x:u16,y:u16,text:&'static str){
    unsafe{
        add_to_text(Stext{
            position: [x as f32,y as f32],
            color: CANVAS.color,
            text: text,
        });
    }
}
///This struct is meant for loading and saving the image once and not every frame
#[derive(Clone)]
pub struct Image{
    pub image_data:Vec<u8>,
    pub dimensions:Dimensions,
}
///takes a path to the image and loads it into an Image struct
///should strictly be used outside the draw loop! 
#[allow(non_snake_case)]
pub fn img(path:&str)->Image{
        let decoder = png::Decoder::new(File::open(path).unwrap());
        let (info, mut reader) = decoder.read_info().unwrap();
        let mut image_data = Vec::new();
        image_data.resize((info.width * info.height * 4) as usize, 0);
        reader.next_frame(&mut image_data).unwrap();
        let dimensions = Dimensions::Dim2d { width: info.width, height: info.height };
        Image{image_data,dimensions}
}
impl Image{
    ///this function shoould be used inside the draw loop, because it does not load an image, it
    ///simply displays a loaded image
pub fn display(self,x:u16,y:u16){
    unsafe {
        let scale = [CANVAS.size.0, CANVAS.size.1];
        let _imsize = [self.dimensions.width() as u16,self.dimensions.height() as u16];
        add_to_fill(Vertex {
            position: map([x,y], scale),
            color: CANVAS.color,
            //tex_coords: map_tex(map([x,y], scale),imsize),
            tex_coords: map([x,y], scale),
        });
        add_to_fill(Vertex {
            position: map([x+(self.dimensions.width() as u16),y], scale),
            color: CANVAS.color,
            //tex_coords: map_tex(map([x+(self.dimensions.width() as u16),y], scale),imsize),
            tex_coords: map([x+(self.dimensions.width() as u16),y], scale),
        });
        add_to_fill(Vertex {
            position: map([x+(self.dimensions.width() as u16),y+(self.dimensions.height() as u16)], scale),
            color: CANVAS.color,
            //tex_coords: map_tex(map([x+(self.dimensions.width() as u16),y+(self.dimensions.height() as u16)], scale),imsize),
            tex_coords: map([x+(self.dimensions.width() as u16),y+(self.dimensions.height() as u16)], scale),
        });
        add_to_fill(Vertex {
            position: map([x+(self.dimensions.width() as u16),y+(self.dimensions.height() as u16)], scale),
            color: CANVAS.color,
            //tex_coords: map_tex(map([x+(self.dimensions.width() as u16),y+(self.dimensions.height() as u16)], scale),imsize),
            tex_coords: map([x+(self.dimensions.width() as u16),y+(self.dimensions.height() as u16)], scale),
        });
        add_to_fill(Vertex {
            position: map([x,y], scale),
            color: CANVAS.color,
            //tex_coords: map_tex(map([x,y], scale),imsize),
            tex_coords: map([x,y], scale),
        });
        add_to_fill(Vertex {
            position: map([x,y+(self.dimensions.height() as u16)], scale),
            color: CANVAS.color,
            //tex_coords: map_tex(map([x,(y+(self.dimensions.height() as u16))], scale),imsize),
            tex_coords: map([x,(y+(self.dimensions.height() as u16))], scale),
        });
        //println!("pos:{:?}\ntex:{:?}",FILL_VERTECIES.clone().unwrap()[0].position,FILL_VERTECIES.clone().unwrap()[0].tex_coords);
        TEXTURE = Some((self.image_data,self.dimensions)); 
    }
}
}