5241 lines
135 KiB
C
Executable File
5241 lines
135 KiB
C
Executable File
/*
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SDL2_gfxPrimitives.c: graphics primitives for SDL2 renderers
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Copyright (C) 2012-2014 Andreas Schiffler
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Modifications and additions for BBC BASIC (C) 2016-2019 Richard Russell
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SLIGHT FURTHER MODIFICATIONS MARKED "NOTE:" 2020 by 420@shampoo.ooo
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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Andreas Schiffler -- aschiffler at ferzkopp dot net
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Richard Russell -- richard at rtrussell dot co dot uk
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#include "SDL2_gfxPrimitives.h"
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#include "SDL2_rotozoom.h"
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#include "SDL2_gfxPrimitives_font.h"
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/* ---- Structures */
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/*!
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\brief The structure passed to the internal Bresenham iterator.
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*/
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typedef struct {
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Sint16 x, y;
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int dx, dy, s1, s2, swapdir, error;
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Uint32 count;
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} SDL2_gfxBresenhamIterator;
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/* ---- Pixel */
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/*!
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\brief Draw pixel in currently set color.
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\param renderer The renderer to draw on.
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\param x X (horizontal) coordinate of the pixel.
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\param y Y (vertical) coordinate of the pixel.
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\returns Returns 0 on success, -1 on failure.
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*/
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int pixel(SDL_Renderer *renderer, Sint16 x, Sint16 y)
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{
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return SDL_RenderDrawPoint(renderer, x, y);
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}
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/*!
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\brief Draw pixel with blending enabled if a<255.
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\param renderer The renderer to draw on.
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\param x X (horizontal) coordinate of the pixel.
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\param y Y (vertical) coordinate of the pixel.
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\param color The color value of the pixel to draw (0xAABBGGRR).
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\returns Returns 0 on success, -1 on failure.
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*/
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int pixelColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Uint32 color)
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{
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Uint8 *c = (Uint8 *)&color;
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return pixelRGBA(renderer, x, y, c[0], c[1], c[2], c[3]);
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}
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/*!
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\brief Draw pixel with blending enabled if a<255.
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\param renderer The renderer to draw on.
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\param x X (horizontal) coordinate of the pixel.
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\param y Y (vertical) coordinate of the pixel.
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\param r The red color value of the pixel to draw.
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\param g The green color value of the pixel to draw.
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\param b The blue color value of the pixel to draw.
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\param a The alpha value of the pixel to draw.
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\returns Returns 0 on success, -1 on failure.
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*/
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int pixelRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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{
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int result = 0;
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result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
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result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
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result |= SDL_RenderDrawPoint(renderer, x, y);
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return result;
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}
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/*!
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\brief Draw pixel with blending enabled and using alpha weight on color.
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\param renderer The renderer to draw on.
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\param x The horizontal coordinate of the pixel.
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\param y The vertical position of the pixel.
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\param r The red color value of the pixel to draw.
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\param g The green color value of the pixel to draw.
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\param b The blue color value of the pixel to draw.
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\param a The alpha value of the pixel to draw.
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\param weight The weight multiplied into the alpha value of the pixel.
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\returns Returns 0 on success, -1 on failure.
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*/
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int pixelRGBAWeight(SDL_Renderer * renderer, Sint16 x, Sint16 y, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Uint32 weight)
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{
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/*
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* Modify Alpha by weight
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*/
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Uint32 ax = a;
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ax = ((ax * weight) >> 8);
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if (ax > 255) {
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a = 255;
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} else {
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a = (Uint8)(ax & 0x000000ff);
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}
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return pixelRGBA(renderer, x, y, r, g, b, a);
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}
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/* ---- Hline */
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/*!
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\brief Draw horizontal line in currently set color
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\param renderer The renderer to draw on.
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\param x1 X coordinate of the first point (i.e. left) of the line.
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\param x2 X coordinate of the second point (i.e. right) of the line.
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\param y Y coordinate of the points of the line.
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\returns Returns 0 on success, -1 on failure.
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*/
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int hline(SDL_Renderer * renderer, Sint16 x1, Sint16 x2, Sint16 y)
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{
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return SDL_RenderDrawLine(renderer, x1, y, x2, y);;
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}
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/*!
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\brief Draw horizontal line with blending.
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\param renderer The renderer to draw on.
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\param x1 X coordinate of the first point (i.e. left) of the line.
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\param x2 X coordinate of the second point (i.e. right) of the line.
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\param y Y coordinate of the points of the line.
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\param color The color value of the line to draw (0xAABBGGRR).
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\returns Returns 0 on success, -1 on failure.
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*/
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int hlineColor(SDL_Renderer * renderer, Sint16 x1, Sint16 x2, Sint16 y, Uint32 color)
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{
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Uint8 *c = (Uint8 *)&color;
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return hlineRGBA(renderer, x1, x2, y, c[0], c[1], c[2], c[3]);
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}
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/*!
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\brief Draw horizontal line with blending.
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\param renderer The renderer to draw on.
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\param x1 X coordinate of the first point (i.e. left) of the line.
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\param x2 X coordinate of the second point (i.e. right) of the line.
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\param y Y coordinate of the points of the line.
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\param r The red value of the line to draw.
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\param g The green value of the line to draw.
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\param b The blue value of the line to draw.
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\param a The alpha value of the line to draw.
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\returns Returns 0 on success, -1 on failure.
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*/
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int hlineRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 x2, Sint16 y, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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{
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int result = 0;
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result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
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result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
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result |= SDL_RenderDrawLine(renderer, x1, y, x2, y);
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return result;
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}
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/* ---- Vline */
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/*!
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\brief Draw vertical line in currently set color
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\param renderer The renderer to draw on.
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\param x X coordinate of points of the line.
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\param y1 Y coordinate of the first point (i.e. top) of the line.
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\param y2 Y coordinate of the second point (i.e. bottom) of the line.
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\returns Returns 0 on success, -1 on failure.
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*/
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int vline(SDL_Renderer * renderer, Sint16 x, Sint16 y1, Sint16 y2)
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{
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return SDL_RenderDrawLine(renderer, x, y1, x, y2);;
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}
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/*!
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\brief Draw vertical line with blending.
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\param renderer The renderer to draw on.
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\param x X coordinate of the points of the line.
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\param y1 Y coordinate of the first point (i.e. top) of the line.
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\param y2 Y coordinate of the second point (i.e. bottom) of the line.
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\param color The color value of the line to draw (0xAABBGGRR).
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\returns Returns 0 on success, -1 on failure.
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*/
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int vlineColor(SDL_Renderer * renderer, Sint16 x, Sint16 y1, Sint16 y2, Uint32 color)
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{
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Uint8 *c = (Uint8 *)&color;
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return vlineRGBA(renderer, x, y1, y2, c[0], c[1], c[2], c[3]);
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}
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/*!
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\brief Draw vertical line with blending.
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\param renderer The renderer to draw on.
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\param x X coordinate of the points of the line.
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\param y1 Y coordinate of the first point (i.e. top) of the line.
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\param y2 Y coordinate of the second point (i.e. bottom) of the line.
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\param r The red value of the line to draw.
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\param g The green value of the line to draw.
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\param b The blue value of the line to draw.
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\param a The alpha value of the line to draw.
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\returns Returns 0 on success, -1 on failure.
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*/
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int vlineRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y1, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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{
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int result = 0;
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result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
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result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
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result |= SDL_RenderDrawLine(renderer, x, y1, x, y2);
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return result;
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}
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/* ---- Rectangle */
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/*!
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\brief Draw rectangle with blending.
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\param renderer The renderer to draw on.
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\param x1 X coordinate of the first point (i.e. top right) of the rectangle.
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\param y1 Y coordinate of the first point (i.e. top right) of the rectangle.
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\param x2 X coordinate of the second point (i.e. bottom left) of the rectangle.
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\param y2 Y coordinate of the second point (i.e. bottom left) of the rectangle.
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\param color The color value of the rectangle to draw (0xAABBGGRR).
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\returns Returns 0 on success, -1 on failure.
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*/
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int rectangleColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color)
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{
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Uint8 *c = (Uint8 *)&color;
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return rectangleRGBA(renderer, x1, y1, x2, y2, c[0], c[1], c[2], c[3]);
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}
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/*!
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\brief Draw rectangle with blending.
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\param renderer The renderer to draw on.
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\param x1 X coordinate of the first point (i.e. top right) of the rectangle.
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\param y1 Y coordinate of the first point (i.e. top right) of the rectangle.
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\param x2 X coordinate of the second point (i.e. bottom left) of the rectangle.
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\param y2 Y coordinate of the second point (i.e. bottom left) of the rectangle.
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\param r The red value of the rectangle to draw.
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\param g The green value of the rectangle to draw.
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\param b The blue value of the rectangle to draw.
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\param a The alpha value of the rectangle to draw.
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\returns Returns 0 on success, -1 on failure.
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*/
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int rectangleRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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{
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int result;
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Sint16 tmp;
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SDL_Rect rect;
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/*
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* Test for special cases of straight lines or single point
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*/
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if (x1 == x2) {
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if (y1 == y2) {
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return (pixelRGBA(renderer, x1, y1, r, g, b, a));
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} else {
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return (vlineRGBA(renderer, x1, y1, y2, r, g, b, a));
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}
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} else {
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if (y1 == y2) {
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return (hlineRGBA(renderer, x1, x2, y1, r, g, b, a));
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}
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}
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/*
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* Swap x1, x2 if required
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*/
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if (x1 > x2) {
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tmp = x1;
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x1 = x2;
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x2 = tmp;
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}
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/*
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* Swap y1, y2 if required
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*/
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if (y1 > y2) {
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tmp = y1;
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y1 = y2;
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y2 = tmp;
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}
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/*
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* Create destination rect
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*/
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rect.x = x1;
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rect.y = y1;
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rect.w = x2 - x1;
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rect.h = y2 - y1;
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/*
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* Draw
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*/
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result = 0;
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result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
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result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
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result |= SDL_RenderDrawRect(renderer, &rect);
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return result;
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}
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/* ---- Rounded Rectangle */
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/*!
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\brief Draw rounded-corner rectangle with blending.
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\param renderer The renderer to draw on.
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\param x1 X coordinate of the first point (i.e. top right) of the rectangle.
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\param y1 Y coordinate of the first point (i.e. top right) of the rectangle.
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\param x2 X coordinate of the second point (i.e. bottom left) of the rectangle.
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\param y2 Y coordinate of the second point (i.e. bottom left) of the rectangle.
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\param rad The radius of the corner arc.
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\param color The color value of the rectangle to draw (0xAABBGGRR).
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\returns Returns 0 on success, -1 on failure.
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*/
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int roundedRectangleColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 rad, Uint32 color)
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{
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Uint8 *c = (Uint8 *)&color;
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return roundedRectangleRGBA(renderer, x1, y1, x2, y2, rad, c[0], c[1], c[2], c[3]);
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}
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/*!
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\brief Draw rounded-corner rectangle with blending.
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\param renderer The renderer to draw on.
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\param x1 X coordinate of the first point (i.e. top right) of the rectangle.
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\param y1 Y coordinate of the first point (i.e. top right) of the rectangle.
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\param x2 X coordinate of the second point (i.e. bottom left) of the rectangle.
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\param y2 Y coordinate of the second point (i.e. bottom left) of the rectangle.
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\param rad The radius of the corner arc.
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\param r The red value of the rectangle to draw.
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\param g The green value of the rectangle to draw.
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\param b The blue value of the rectangle to draw.
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\param a The alpha value of the rectangle to draw.
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\returns Returns 0 on success, -1 on failure.
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*/
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int roundedRectangleRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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{
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int result = 0;
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Sint16 tmp;
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Sint16 w, h;
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Sint16 xx1, xx2;
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Sint16 yy1, yy2;
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/*
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* Check renderer
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*/
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if (renderer == NULL)
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{
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return -1;
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}
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/*
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* Check radius vor valid range
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*/
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if (rad < 0) {
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return -1;
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}
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/*
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* Special case - no rounding
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*/
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if (rad <= 1) {
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return rectangleRGBA(renderer, x1, y1, x2, y2, r, g, b, a);
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}
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/*
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* Test for special cases of straight lines or single point
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*/
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if (x1 == x2) {
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if (y1 == y2) {
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return (pixelRGBA(renderer, x1, y1, r, g, b, a));
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} else {
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return (vlineRGBA(renderer, x1, y1, y2, r, g, b, a));
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}
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} else {
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if (y1 == y2) {
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return (hlineRGBA(renderer, x1, x2, y1, r, g, b, a));
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}
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}
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/*
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* Swap x1, x2 if required
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*/
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if (x1 > x2) {
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tmp = x1;
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x1 = x2;
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x2 = tmp;
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}
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/*
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* Swap y1, y2 if required
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*/
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if (y1 > y2) {
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tmp = y1;
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y1 = y2;
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y2 = tmp;
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}
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/*
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* Calculate width&height
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*/
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w = x2 - x1;
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h = y2 - y1;
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/*
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* Maybe adjust radius
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*/
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if ((rad * 2) > w)
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{
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rad = w / 2;
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}
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if ((rad * 2) > h)
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{
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rad = h / 2;
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}
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/*
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* Draw corners
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*/
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xx1 = x1 + rad;
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xx2 = x2 - rad;
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yy1 = y1 + rad;
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yy2 = y2 - rad;
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result |= arcRGBA(renderer, xx1, yy1, rad, 180, 270, r, g, b, a);
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result |= arcRGBA(renderer, xx2, yy1, rad, 270, 360, r, g, b, a);
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result |= arcRGBA(renderer, xx1, yy2, rad, 90, 180, r, g, b, a);
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result |= arcRGBA(renderer, xx2, yy2, rad, 0, 90, r, g, b, a);
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/*
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* Draw lines
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*/
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if (xx1 <= xx2) {
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result |= hlineRGBA(renderer, xx1, xx2, y1, r, g, b, a);
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result |= hlineRGBA(renderer, xx1, xx2, y2, r, g, b, a);
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}
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if (yy1 <= yy2) {
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result |= vlineRGBA(renderer, x1, yy1, yy2, r, g, b, a);
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result |= vlineRGBA(renderer, x2, yy1, yy2, r, g, b, a);
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}
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return result;
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}
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/* ---- Rounded Box */
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/*!
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\brief Draw rounded-corner box (filled rectangle) with blending.
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\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point (i.e. top right) of the box.
|
|
\param y1 Y coordinate of the first point (i.e. top right) of the box.
|
|
\param x2 X coordinate of the second point (i.e. bottom left) of the box.
|
|
\param y2 Y coordinate of the second point (i.e. bottom left) of the box.
|
|
\param rad The radius of the corner arcs of the box.
|
|
\param color The color value of the box to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int roundedBoxColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 rad, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return roundedBoxRGBA(renderer, x1, y1, x2, y2, rad, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw rounded-corner box (filled rectangle) with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point (i.e. top right) of the box.
|
|
\param y1 Y coordinate of the first point (i.e. top right) of the box.
|
|
\param x2 X coordinate of the second point (i.e. bottom left) of the box.
|
|
\param y2 Y coordinate of the second point (i.e. bottom left) of the box.
|
|
\param rad The radius of the corner arcs of the box.
|
|
\param r The red value of the box to draw.
|
|
\param g The green value of the box to draw.
|
|
\param b The blue value of the box to draw.
|
|
\param a The alpha value of the box to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int roundedBoxRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2,
|
|
Sint16 y2, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int result;
|
|
Sint16 w, h, r2, tmp;
|
|
Sint16 cx = 0;
|
|
Sint16 cy = rad;
|
|
Sint16 ocx = (Sint16) 0xffff;
|
|
Sint16 ocy = (Sint16) 0xffff;
|
|
Sint16 df = 1 - rad;
|
|
Sint16 d_e = 3;
|
|
Sint16 d_se = -2 * rad + 5;
|
|
Sint16 xpcx, xmcx, xpcy, xmcy;
|
|
Sint16 ypcy, ymcy, ypcx, ymcx;
|
|
Sint16 x, y, dx, dy;
|
|
|
|
/*
|
|
* Check destination renderer
|
|
*/
|
|
if (renderer == NULL)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
* Check radius vor valid range
|
|
*/
|
|
if (rad < 0) {
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
* Special case - no rounding
|
|
*/
|
|
if (rad <= 1) {
|
|
return boxRGBA(renderer, x1, y1, x2, y2, r, g, b, a);
|
|
}
|
|
|
|
/*
|
|
* Test for special cases of straight lines or single point
|
|
*/
|
|
if (x1 == x2) {
|
|
if (y1 == y2) {
|
|
return (pixelRGBA(renderer, x1, y1, r, g, b, a));
|
|
} else {
|
|
return (vlineRGBA(renderer, x1, y1, y2, r, g, b, a));
|
|
}
|
|
} else {
|
|
if (y1 == y2) {
|
|
return (hlineRGBA(renderer, x1, x2, y1, r, g, b, a));
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Swap x1, x2 if required
|
|
*/
|
|
if (x1 > x2) {
|
|
tmp = x1;
|
|
x1 = x2;
|
|
x2 = tmp;
|
|
}
|
|
|
|
/*
|
|
* Swap y1, y2 if required
|
|
*/
|
|
if (y1 > y2) {
|
|
tmp = y1;
|
|
y1 = y2;
|
|
y2 = tmp;
|
|
}
|
|
|
|
/*
|
|
* Calculate width&height
|
|
*/
|
|
w = x2 - x1 + 1;
|
|
h = y2 - y1 + 1;
|
|
|
|
/*
|
|
* Maybe adjust radius
|
|
*/
|
|
r2 = rad + rad;
|
|
if (r2 > w)
|
|
{
|
|
rad = w / 2;
|
|
r2 = rad + rad;
|
|
}
|
|
if (r2 > h)
|
|
{
|
|
rad = h / 2;
|
|
}
|
|
|
|
/* Setup filled circle drawing for corners */
|
|
x = x1 + rad;
|
|
y = y1 + rad;
|
|
dx = x2 - x1 - rad - rad;
|
|
dy = y2 - y1 - rad - rad;
|
|
|
|
/*
|
|
* Set color
|
|
*/
|
|
result = 0;
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
|
|
/*
|
|
* Draw corners
|
|
*/
|
|
do {
|
|
xpcx = x + cx;
|
|
xmcx = x - cx;
|
|
xpcy = x + cy;
|
|
xmcy = x - cy;
|
|
if (ocy != cy) {
|
|
if (cy > 0) {
|
|
ypcy = y + cy;
|
|
ymcy = y - cy;
|
|
result |= hline(renderer, xmcx, xpcx + dx, ypcy + dy);
|
|
result |= hline(renderer, xmcx, xpcx + dx, ymcy);
|
|
} else {
|
|
result |= hline(renderer, xmcx, xpcx + dx, y);
|
|
}
|
|
ocy = cy;
|
|
}
|
|
if (ocx != cx) {
|
|
if (cx != cy) {
|
|
if (cx > 0) {
|
|
ypcx = y + cx;
|
|
ymcx = y - cx;
|
|
result |= hline(renderer, xmcy, xpcy + dx, ymcx);
|
|
result |= hline(renderer, xmcy, xpcy + dx, ypcx + dy);
|
|
} else {
|
|
result |= hline(renderer, xmcy, xpcy + dx, y);
|
|
}
|
|
}
|
|
ocx = cx;
|
|
}
|
|
|
|
/*
|
|
* Update
|
|
*/
|
|
if (df < 0) {
|
|
df += d_e;
|
|
d_e += 2;
|
|
d_se += 2;
|
|
} else {
|
|
df += d_se;
|
|
d_e += 2;
|
|
d_se += 4;
|
|
cy--;
|
|
}
|
|
cx++;
|
|
} while (cx <= cy);
|
|
|
|
/* Inside */
|
|
if (dx > 0 && dy > 0) {
|
|
result |= boxRGBA(renderer, x1, y1 + rad + 1, x2, y2 - rad, r, g, b, a);
|
|
}
|
|
|
|
return (result);
|
|
}
|
|
|
|
/* ---- Box */
|
|
|
|
/*!
|
|
\brief Draw box (filled rectangle) with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point (i.e. top right) of the box.
|
|
\param y1 Y coordinate of the first point (i.e. top right) of the box.
|
|
\param x2 X coordinate of the second point (i.e. bottom left) of the box.
|
|
\param y2 Y coordinate of the second point (i.e. bottom left) of the box.
|
|
\param color The color value of the box to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int boxColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return boxRGBA(renderer, x1, y1, x2, y2, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw box (filled rectangle) with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point (i.e. top right) of the box.
|
|
\param y1 Y coordinate of the first point (i.e. top right) of the box.
|
|
\param x2 X coordinate of the second point (i.e. bottom left) of the box.
|
|
\param y2 Y coordinate of the second point (i.e. bottom left) of the box.
|
|
\param r The red value of the box to draw.
|
|
\param g The green value of the box to draw.
|
|
\param b The blue value of the box to draw.
|
|
\param a The alpha value of the box to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int boxRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int result;
|
|
Sint16 tmp;
|
|
SDL_Rect rect;
|
|
|
|
/*
|
|
* Test for special cases of straight lines or single point
|
|
*/
|
|
if (x1 == x2) {
|
|
if (y1 == y2) {
|
|
return (pixelRGBA(renderer, x1, y1, r, g, b, a));
|
|
} else {
|
|
return (vlineRGBA(renderer, x1, y1, y2, r, g, b, a));
|
|
}
|
|
} else {
|
|
if (y1 == y2) {
|
|
return (hlineRGBA(renderer, x1, x2, y1, r, g, b, a));
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Swap x1, x2 if required
|
|
*/
|
|
if (x1 > x2) {
|
|
tmp = x1;
|
|
x1 = x2;
|
|
x2 = tmp;
|
|
}
|
|
|
|
/*
|
|
* Swap y1, y2 if required
|
|
*/
|
|
if (y1 > y2) {
|
|
tmp = y1;
|
|
y1 = y2;
|
|
y2 = tmp;
|
|
}
|
|
|
|
/*
|
|
* Create destination rect
|
|
*/
|
|
rect.x = x1;
|
|
rect.y = y1;
|
|
rect.w = x2 - x1 + 1;
|
|
rect.h = y2 - y1 + 1;
|
|
|
|
/*
|
|
* Draw
|
|
*/
|
|
result = 0;
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
result |= SDL_RenderFillRect(renderer, &rect);
|
|
return result;
|
|
}
|
|
|
|
/* ----- Line */
|
|
|
|
/*!
|
|
\brief Draw line with alpha blending using the currently set color.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the line.
|
|
\param y1 Y coordinate of the first point of the line.
|
|
\param x2 X coordinate of the second point of the line.
|
|
\param y2 Y coordinate of the second point of the line.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int line(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2)
|
|
{
|
|
/*
|
|
* Draw
|
|
*/
|
|
return SDL_RenderDrawLine(renderer, x1, y1, x2, y2);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw line with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the line.
|
|
\param y1 Y coordinate of the first point of the line.
|
|
\param x2 X coordinate of the second point of the line.
|
|
\param y2 Y coordinate of the seond point of the line.
|
|
\param color The color value of the line to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int lineColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return lineRGBA(renderer, x1, y1, x2, y2, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw line with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the line.
|
|
\param y1 Y coordinate of the first point of the line.
|
|
\param x2 X coordinate of the second point of the line.
|
|
\param y2 Y coordinate of the second point of the line.
|
|
\param r The red value of the line to draw.
|
|
\param g The green value of the line to draw.
|
|
\param b The blue value of the line to draw.
|
|
\param a The alpha value of the line to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int lineRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
/*
|
|
* Draw
|
|
*/
|
|
int result = 0;
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
result |= SDL_RenderDrawLine(renderer, x1, y1, x2, y2);
|
|
return result;
|
|
}
|
|
|
|
/* ---- AA Line */
|
|
|
|
#define AAlevels 256
|
|
#define AAbits 8
|
|
|
|
/*!
|
|
\brief Internal function to draw anti-aliased line with alpha blending and endpoint control.
|
|
|
|
This implementation of the Wu antialiasing code is based on Mike Abrash's
|
|
DDJ article which was reprinted as Chapter 42 of his Graphics Programming
|
|
Black Book, but has been optimized to work with SDL and utilizes 32-bit
|
|
fixed-point arithmetic by A. Schiffler. The endpoint control allows the
|
|
supression to draw the last pixel useful for rendering continous aa-lines
|
|
with alpha<255.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the aa-line.
|
|
\param y1 Y coordinate of the first point of the aa-line.
|
|
\param x2 X coordinate of the second point of the aa-line.
|
|
\param y2 Y coordinate of the second point of the aa-line.
|
|
\param r The red value of the aa-line to draw.
|
|
\param g The green value of the aa-line to draw.
|
|
\param b The blue value of the aa-line to draw.
|
|
\param a The alpha value of the aa-line to draw.
|
|
\param draw_endpoint Flag indicating if the endpoint should be drawn; draw if non-zero.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int _aalineRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a, int draw_endpoint)
|
|
{
|
|
Sint32 xx0, yy0, xx1, yy1;
|
|
int result;
|
|
Uint32 intshift, erracc, erradj;
|
|
Uint32 erracctmp, wgt;
|
|
int dx, dy, tmp, xdir, y0p1, x0pxdir;
|
|
|
|
/*
|
|
* Keep on working with 32bit numbers
|
|
*/
|
|
xx0 = x1;
|
|
yy0 = y1;
|
|
xx1 = x2;
|
|
yy1 = y2;
|
|
|
|
/*
|
|
* Reorder points to make dy positive
|
|
*/
|
|
if (yy0 > yy1) {
|
|
tmp = yy0;
|
|
yy0 = yy1;
|
|
yy1 = tmp;
|
|
tmp = xx0;
|
|
xx0 = xx1;
|
|
xx1 = tmp;
|
|
}
|
|
|
|
/*
|
|
* Calculate distance
|
|
*/
|
|
dx = xx1 - xx0;
|
|
dy = yy1 - yy0;
|
|
|
|
/*
|
|
* Adjust for negative dx and set xdir
|
|
*/
|
|
if (dx >= 0) {
|
|
xdir = 1;
|
|
} else {
|
|
xdir = -1;
|
|
dx = (-dx);
|
|
}
|
|
|
|
/*
|
|
* Check for special cases
|
|
*/
|
|
if (dx == 0) {
|
|
/*
|
|
* Vertical line
|
|
*/
|
|
if (draw_endpoint)
|
|
{
|
|
return (vlineRGBA(renderer, x1, y1, y2, r, g, b, a));
|
|
} else {
|
|
if (dy > 0) {
|
|
return (vlineRGBA(renderer, x1, yy0, yy0+dy, r, g, b, a));
|
|
} else {
|
|
return (pixelRGBA(renderer, x1, y1, r, g, b, a));
|
|
}
|
|
}
|
|
} else if (dy == 0) {
|
|
/*
|
|
* Horizontal line
|
|
*/
|
|
if (draw_endpoint)
|
|
{
|
|
return (hlineRGBA(renderer, x1, x2, y1, r, g, b, a));
|
|
} else {
|
|
if (dx > 0) {
|
|
return (hlineRGBA(renderer, xx0, xx0+(xdir*dx), y1, r, g, b, a));
|
|
} else {
|
|
return (pixelRGBA(renderer, x1, y1, r, g, b, a));
|
|
}
|
|
}
|
|
} else if ((dx == dy) && (draw_endpoint)) {
|
|
/*
|
|
* Diagonal line (with endpoint)
|
|
*/
|
|
return (lineRGBA(renderer, x1, y1, x2, y2, r, g, b, a));
|
|
}
|
|
|
|
|
|
/*
|
|
* Line is not horizontal, vertical or diagonal (with endpoint)
|
|
*/
|
|
result = 0;
|
|
|
|
/*
|
|
* Zero accumulator
|
|
*/
|
|
erracc = 0;
|
|
|
|
/*
|
|
* # of bits by which to shift erracc to get intensity level
|
|
*/
|
|
intshift = 32 - AAbits;
|
|
|
|
/*
|
|
* Draw the initial pixel in the foreground color
|
|
*/
|
|
result |= pixelRGBA(renderer, x1, y1, r, g, b, a);
|
|
|
|
/*
|
|
* x-major or y-major?
|
|
*/
|
|
if (dy > dx) {
|
|
|
|
/*
|
|
* y-major. Calculate 16-bit fixed point fractional part of a pixel that
|
|
* X advances every time Y advances 1 pixel, truncating the result so that
|
|
* we won't overrun the endpoint along the X axis
|
|
*/
|
|
/*
|
|
* Not-so-portable version: erradj = ((Uint64)dx << 32) / (Uint64)dy;
|
|
*/
|
|
erradj = ((dx << 16) / dy) << 16;
|
|
|
|
/*
|
|
* draw all pixels other than the first and last
|
|
*/
|
|
x0pxdir = xx0 + xdir;
|
|
while (--dy) {
|
|
erracctmp = erracc;
|
|
erracc += erradj;
|
|
if (erracc <= erracctmp) {
|
|
/*
|
|
* rollover in error accumulator, x coord advances
|
|
*/
|
|
xx0 = x0pxdir;
|
|
x0pxdir += xdir;
|
|
}
|
|
yy0++; /* y-major so always advance Y */
|
|
|
|
/*
|
|
* the AAbits most significant bits of erracc give us the intensity
|
|
* weighting for this pixel, and the complement of the weighting for
|
|
* the paired pixel.
|
|
*/
|
|
wgt = (erracc >> intshift) & 255;
|
|
result |= pixelRGBAWeight (renderer, xx0, yy0, r, g, b, a, 255 - wgt);
|
|
result |= pixelRGBAWeight (renderer, x0pxdir, yy0, r, g, b, a, wgt);
|
|
}
|
|
|
|
} else {
|
|
|
|
/*
|
|
* x-major line. Calculate 16-bit fixed-point fractional part of a pixel
|
|
* that Y advances each time X advances 1 pixel, truncating the result so
|
|
* that we won't overrun the endpoint along the X axis.
|
|
*/
|
|
/*
|
|
* Not-so-portable version: erradj = ((Uint64)dy << 32) / (Uint64)dx;
|
|
*/
|
|
erradj = ((dy << 16) / dx) << 16;
|
|
|
|
/*
|
|
* draw all pixels other than the first and last
|
|
*/
|
|
y0p1 = yy0 + 1;
|
|
while (--dx) {
|
|
|
|
erracctmp = erracc;
|
|
erracc += erradj;
|
|
if (erracc <= erracctmp) {
|
|
/*
|
|
* Accumulator turned over, advance y
|
|
*/
|
|
yy0 = y0p1;
|
|
y0p1++;
|
|
}
|
|
xx0 += xdir; /* x-major so always advance X */
|
|
/*
|
|
* the AAbits most significant bits of erracc give us the intensity
|
|
* weighting for this pixel, and the complement of the weighting for
|
|
* the paired pixel.
|
|
*/
|
|
wgt = (erracc >> intshift) & 255;
|
|
result |= pixelRGBAWeight (renderer, xx0, yy0, r, g, b, a, 255 - wgt);
|
|
result |= pixelRGBAWeight (renderer, xx0, y0p1, r, g, b, a, wgt);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Do we have to draw the endpoint
|
|
*/
|
|
if (draw_endpoint) {
|
|
/*
|
|
* Draw final pixel, always exactly intersected by the line and doesn't
|
|
* need to be weighted.
|
|
*/
|
|
result |= pixelRGBA (renderer, x2, y2, r, g, b, a);
|
|
}
|
|
|
|
return (result);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw anti-aliased line with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the aa-line.
|
|
\param y1 Y coordinate of the first point of the aa-line.
|
|
\param x2 X coordinate of the second point of the aa-line.
|
|
\param y2 Y coordinate of the second point of the aa-line.
|
|
\param color The color value of the aa-line to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aalineColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return _aalineRGBA(renderer, x1, y1, x2, y2, c[0], c[1], c[2], c[3], 1);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw anti-aliased line with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the aa-line.
|
|
\param y1 Y coordinate of the first point of the aa-line.
|
|
\param x2 X coordinate of the second point of the aa-line.
|
|
\param y2 Y coordinate of the second point of the aa-line.
|
|
\param r The red value of the aa-line to draw.
|
|
\param g The green value of the aa-line to draw.
|
|
\param b The blue value of the aa-line to draw.
|
|
\param a The alpha value of the aa-line to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aalineRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
return _aalineRGBA(renderer, x1, y1, x2, y2, r, g, b, a, 1);
|
|
}
|
|
|
|
/* ----- Circle */
|
|
|
|
/*!
|
|
\brief Draw circle with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the circle.
|
|
\param y Y coordinate of the center of the circle.
|
|
\param rad Radius in pixels of the circle.
|
|
\param color The color value of the circle to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int circleColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return ellipseRGBA(renderer, x, y, rad, rad, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw circle with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the circle.
|
|
\param y Y coordinate of the center of the circle.
|
|
\param rad Radius in pixels of the circle.
|
|
\param r The red value of the circle to draw.
|
|
\param g The green value of the circle to draw.
|
|
\param b The blue value of the circle to draw.
|
|
\param a The alpha value of the circle to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int circleRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
return ellipseRGBA(renderer, x, y, rad, rad, r, g, b, a);
|
|
}
|
|
|
|
/* ----- Arc */
|
|
|
|
/*!
|
|
\brief Arc with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the arc.
|
|
\param y Y coordinate of the center of the arc.
|
|
\param rad Radius in pixels of the arc.
|
|
\param start Starting radius in degrees of the arc. 0 degrees is right, increasing clockwise.
|
|
\param end Ending radius in degrees of the arc. 0 degrees is right, increasing clockwise.
|
|
\param color The color value of the arc to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int arcColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return arcRGBA(renderer, x, y, rad, start, end, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Arc with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the arc.
|
|
\param y Y coordinate of the center of the arc.
|
|
\param rad Radius in pixels of the arc.
|
|
\param start Starting radius in degrees of the arc. 0 degrees is right, increasing clockwise.
|
|
\param end Ending radius in degrees of the arc. 0 degrees is right, increasing clockwise.
|
|
\param r The red value of the arc to draw.
|
|
\param g The green value of the arc to draw.
|
|
\param b The blue value of the arc to draw.
|
|
\param a The alpha value of the arc to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
/* TODO: rewrite algorithm; arc endpoints are not always drawn */
|
|
int arcRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int result;
|
|
Sint16 cx = 0;
|
|
Sint16 cy = rad;
|
|
Sint16 df = 1 - rad;
|
|
Sint16 d_e = 3;
|
|
Sint16 d_se = -2 * rad + 5;
|
|
Sint16 xpcx, xmcx, xpcy, xmcy;
|
|
Sint16 ypcy, ymcy, ypcx, ymcx;
|
|
Uint8 drawoct;
|
|
int startoct, endoct, oct, stopval_start = 0, stopval_end = 0;
|
|
double dstart, dend, temp = 0.;
|
|
|
|
/*
|
|
* Sanity check radius
|
|
*/
|
|
if (rad < 0) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Special case for rad=0 - draw a point
|
|
*/
|
|
if (rad == 0) {
|
|
return (pixelRGBA(renderer, x, y, r, g, b, a));
|
|
}
|
|
|
|
/*
|
|
Octant labelling
|
|
|
|
\ 5 | 6 /
|
|
\ | /
|
|
4 \ | / 7
|
|
\|/
|
|
------+------ +x
|
|
/|\
|
|
3 / | \ 0
|
|
/ | \
|
|
/ 2 | 1 \
|
|
+y
|
|
|
|
Initially reset bitmask to 0x00000000
|
|
the set whether or not to keep drawing a given octant.
|
|
For example: 0x00111100 means we're drawing in octants 2-5
|
|
*/
|
|
drawoct = 0;
|
|
|
|
/*
|
|
* Fixup angles
|
|
*/
|
|
start %= 360;
|
|
end %= 360;
|
|
/* 0 <= start & end < 360; note that sometimes start > end - if so, arc goes back through 0. */
|
|
while (start < 0) start += 360;
|
|
while (end < 0) end += 360;
|
|
start %= 360;
|
|
end %= 360;
|
|
|
|
/* now, we find which octants we're drawing in. */
|
|
startoct = start / 45;
|
|
endoct = end / 45;
|
|
oct = startoct - 1;
|
|
|
|
/* stopval_start, stopval_end; what values of cx to stop at. */
|
|
do {
|
|
oct = (oct + 1) % 8;
|
|
|
|
if (oct == startoct) {
|
|
/* need to compute stopval_start for this octant. Look at picture above if this is unclear */
|
|
dstart = (double)start;
|
|
switch (oct)
|
|
{
|
|
case 0:
|
|
case 3:
|
|
temp = sin(dstart * M_PI / 180.);
|
|
break;
|
|
case 1:
|
|
case 6:
|
|
temp = cos(dstart * M_PI / 180.);
|
|
break;
|
|
case 2:
|
|
case 5:
|
|
temp = -cos(dstart * M_PI / 180.);
|
|
break;
|
|
case 4:
|
|
case 7:
|
|
temp = -sin(dstart * M_PI / 180.);
|
|
break;
|
|
}
|
|
temp *= rad;
|
|
stopval_start = (int)temp;
|
|
|
|
/*
|
|
This isn't arbitrary, but requires graph paper to explain well.
|
|
The basic idea is that we're always changing drawoct after we draw, so we
|
|
stop immediately after we render the last sensible pixel at x = ((int)temp).
|
|
and whether to draw in this octant initially
|
|
*/
|
|
if (oct % 2) drawoct |= (1 << oct); /* this is basically like saying drawoct[oct] = true, if drawoct were a bool array */
|
|
else drawoct &= 255 - (1 << oct); /* this is basically like saying drawoct[oct] = false */
|
|
}
|
|
if (oct == endoct) {
|
|
/* need to compute stopval_end for this octant */
|
|
dend = (double)end;
|
|
switch (oct)
|
|
{
|
|
case 0:
|
|
case 3:
|
|
temp = sin(dend * M_PI / 180);
|
|
break;
|
|
case 1:
|
|
case 6:
|
|
temp = cos(dend * M_PI / 180);
|
|
break;
|
|
case 2:
|
|
case 5:
|
|
temp = -cos(dend * M_PI / 180);
|
|
break;
|
|
case 4:
|
|
case 7:
|
|
temp = -sin(dend * M_PI / 180);
|
|
break;
|
|
}
|
|
temp *= rad;
|
|
stopval_end = (int)temp;
|
|
|
|
/* and whether to draw in this octant initially */
|
|
if (startoct == endoct) {
|
|
/* note: we start drawing, stop, then start again in this case */
|
|
/* otherwise: we only draw in this octant, so initialize it to false, it will get set back to true */
|
|
if (start > end) {
|
|
/* unfortunately, if we're in the same octant and need to draw over the whole circle, */
|
|
/* we need to set the rest to true, because the while loop will end at the bottom. */
|
|
drawoct = 255;
|
|
} else {
|
|
drawoct &= 255 - (1 << oct);
|
|
}
|
|
}
|
|
else if (oct % 2) drawoct &= 255 - (1 << oct);
|
|
else drawoct |= (1 << oct);
|
|
} else if (oct != startoct) { /* already verified that it's != endoct */
|
|
drawoct |= (1 << oct); /* draw this entire segment */
|
|
}
|
|
} while (oct != endoct);
|
|
|
|
/* so now we have what octants to draw and when to draw them. all that's left is the actual raster code. */
|
|
|
|
/*
|
|
* Set color
|
|
*/
|
|
result = 0;
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
|
|
/*
|
|
* Draw arc
|
|
*/
|
|
do {
|
|
ypcy = y + cy;
|
|
ymcy = y - cy;
|
|
if (cx > 0) {
|
|
xpcx = x + cx;
|
|
xmcx = x - cx;
|
|
|
|
/* always check if we're drawing a certain octant before adding a pixel to that octant. */
|
|
if (drawoct & 4) result |= pixel(renderer, xmcx, ypcy);
|
|
if (drawoct & 2) result |= pixel(renderer, xpcx, ypcy);
|
|
if (drawoct & 32) result |= pixel(renderer, xmcx, ymcy);
|
|
if (drawoct & 64) result |= pixel(renderer, xpcx, ymcy);
|
|
} else {
|
|
if (drawoct & 96) result |= pixel(renderer, x, ymcy);
|
|
if (drawoct & 6) result |= pixel(renderer, x, ypcy);
|
|
}
|
|
|
|
xpcy = x + cy;
|
|
xmcy = x - cy;
|
|
if (cx > 0 && cx != cy) {
|
|
ypcx = y + cx;
|
|
ymcx = y - cx;
|
|
if (drawoct & 8) result |= pixel(renderer, xmcy, ypcx);
|
|
if (drawoct & 1) result |= pixel(renderer, xpcy, ypcx);
|
|
if (drawoct & 16) result |= pixel(renderer, xmcy, ymcx);
|
|
if (drawoct & 128) result |= pixel(renderer, xpcy, ymcx);
|
|
} else if (cx == 0) {
|
|
if (drawoct & 24) result |= pixel(renderer, xmcy, y);
|
|
if (drawoct & 129) result |= pixel(renderer, xpcy, y);
|
|
}
|
|
|
|
/*
|
|
* Update whether we're drawing an octant
|
|
*/
|
|
if (stopval_start == cx) {
|
|
/* works like an on-off switch. */
|
|
/* This is just in case start & end are in the same octant. */
|
|
if (drawoct & (1 << startoct)) drawoct &= 255 - (1 << startoct);
|
|
else drawoct |= (1 << startoct);
|
|
}
|
|
if (stopval_end == cx) {
|
|
if (drawoct & (1 << endoct)) drawoct &= 255 - (1 << endoct);
|
|
else drawoct |= (1 << endoct);
|
|
}
|
|
|
|
/*
|
|
* Update pixels
|
|
*/
|
|
if (df < 0) {
|
|
df += d_e;
|
|
d_e += 2;
|
|
d_se += 2;
|
|
} else {
|
|
df += d_se;
|
|
d_e += 2;
|
|
d_se += 4;
|
|
cy--;
|
|
}
|
|
cx++;
|
|
} while (cx <= cy);
|
|
|
|
return (result);
|
|
}
|
|
|
|
/* ----- AA Circle */
|
|
|
|
/*!
|
|
\brief Draw anti-aliased circle with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the aa-circle.
|
|
\param y Y coordinate of the center of the aa-circle.
|
|
\param rad Radius in pixels of the aa-circle.
|
|
\param color The color value of the aa-circle to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aacircleColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return aaellipseRGBA(renderer, x, y, rad, rad, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw anti-aliased circle with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the aa-circle.
|
|
\param y Y coordinate of the center of the aa-circle.
|
|
\param rad Radius in pixels of the aa-circle.
|
|
\param r The red value of the aa-circle to draw.
|
|
\param g The green value of the aa-circle to draw.
|
|
\param b The blue value of the aa-circle to draw.
|
|
\param a The alpha value of the aa-circle to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aacircleRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
/*
|
|
* Draw
|
|
*/
|
|
return aaellipseRGBA(renderer, x, y, rad, rad, r, g, b, a);
|
|
}
|
|
|
|
/* ----- Filled Circle */
|
|
|
|
/*!
|
|
\brief Draw filled circle with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the filled circle.
|
|
\param y Y coordinate of the center of the filled circle.
|
|
\param rad Radius in pixels of the filled circle.
|
|
\param color The color value of the filled circle to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int filledCircleColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return filledEllipseRGBA(renderer, x, y, rad, rad, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw filled circle with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the filled circle.
|
|
\param y Y coordinate of the center of the filled circle.
|
|
\param rad Radius in pixels of the filled circle.
|
|
\param r The red value of the filled circle to draw.
|
|
\param g The green value of the filled circle to draw.
|
|
\param b The blue value of the filled circle to draw.
|
|
\param a The alpha value of the filled circle to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int filledCircleRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
return filledEllipseRGBA(renderer, x, y, rad, rad, r, g, b, a);
|
|
}
|
|
|
|
/* ----- Ellipse */
|
|
|
|
/*!
|
|
\brief Draw ellipse with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the ellipse.
|
|
\param y Y coordinate of the center of the ellipse.
|
|
\param rx Horizontal radius in pixels of the ellipse.
|
|
\param ry Vertical radius in pixels of the ellipse.
|
|
\param color The color value of the ellipse to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int ellipseColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return ellipseRGBA(renderer, x, y, rx, ry, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw ellipse with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the ellipse.
|
|
\param y Y coordinate of the center of the ellipse.
|
|
\param rx Horizontal radius in pixels of the ellipse.
|
|
\param ry Vertical radius in pixels of the ellipse.
|
|
\param r The red value of the ellipse to draw.
|
|
\param g The green value of the ellipse to draw.
|
|
\param b The blue value of the ellipse to draw.
|
|
\param a The alpha value of the ellipse to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int ellipseRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int result;
|
|
int ix, iy;
|
|
int h, i, j, k;
|
|
int oh, oi, oj, ok;
|
|
int xmh, xph, ypk, ymk;
|
|
int xmi, xpi, ymj, ypj;
|
|
int xmj, xpj, ymi, ypi;
|
|
int xmk, xpk, ymh, yph;
|
|
|
|
/*
|
|
* Sanity check radii
|
|
*/
|
|
if ((rx < 0) || (ry < 0)) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Special case for rx=0 - draw a vline
|
|
*/
|
|
if (rx == 0) {
|
|
return (vlineRGBA(renderer, x, y - ry, y + ry, r, g, b, a));
|
|
}
|
|
/*
|
|
* Special case for ry=0 - draw a hline
|
|
*/
|
|
if (ry == 0) {
|
|
return (hlineRGBA(renderer, x - rx, x + rx, y, r, g, b, a));
|
|
}
|
|
|
|
/*
|
|
* Set color
|
|
*/
|
|
result = 0;
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
|
|
/*
|
|
* Init vars
|
|
*/
|
|
oh = oi = oj = ok = 0xFFFF;
|
|
|
|
/*
|
|
* Draw
|
|
*/
|
|
if (rx > ry) {
|
|
ix = 0;
|
|
iy = rx * 64;
|
|
|
|
do {
|
|
h = (ix + 32) >> 6;
|
|
i = (iy + 32) >> 6;
|
|
j = (h * ry) / rx;
|
|
k = (i * ry) / rx;
|
|
|
|
if (((ok != k) && (oj != k)) || ((oj != j) && (ok != j)) || (k != j)) {
|
|
xph = x + h;
|
|
xmh = x - h;
|
|
if (k > 0) {
|
|
ypk = y + k;
|
|
ymk = y - k;
|
|
result |= pixel(renderer, xmh, ypk);
|
|
result |= pixel(renderer, xph, ypk);
|
|
result |= pixel(renderer, xmh, ymk);
|
|
result |= pixel(renderer, xph, ymk);
|
|
} else {
|
|
result |= pixel(renderer, xmh, y);
|
|
result |= pixel(renderer, xph, y);
|
|
}
|
|
ok = k;
|
|
xpi = x + i;
|
|
xmi = x - i;
|
|
if (j > 0) {
|
|
ypj = y + j;
|
|
ymj = y - j;
|
|
result |= pixel(renderer, xmi, ypj);
|
|
result |= pixel(renderer, xpi, ypj);
|
|
result |= pixel(renderer, xmi, ymj);
|
|
result |= pixel(renderer, xpi, ymj);
|
|
} else {
|
|
result |= pixel(renderer, xmi, y);
|
|
result |= pixel(renderer, xpi, y);
|
|
}
|
|
oj = j;
|
|
}
|
|
|
|
ix = ix + iy / rx;
|
|
iy = iy - ix / rx;
|
|
|
|
} while (i > h);
|
|
} else {
|
|
ix = 0;
|
|
iy = ry * 64;
|
|
|
|
do {
|
|
h = (ix + 32) >> 6;
|
|
i = (iy + 32) >> 6;
|
|
j = (h * rx) / ry;
|
|
k = (i * rx) / ry;
|
|
|
|
if (((oi != i) && (oh != i)) || ((oh != h) && (oi != h) && (i != h))) {
|
|
xmj = x - j;
|
|
xpj = x + j;
|
|
if (i > 0) {
|
|
ypi = y + i;
|
|
ymi = y - i;
|
|
result |= pixel(renderer, xmj, ypi);
|
|
result |= pixel(renderer, xpj, ypi);
|
|
result |= pixel(renderer, xmj, ymi);
|
|
result |= pixel(renderer, xpj, ymi);
|
|
} else {
|
|
result |= pixel(renderer, xmj, y);
|
|
result |= pixel(renderer, xpj, y);
|
|
}
|
|
oi = i;
|
|
xmk = x - k;
|
|
xpk = x + k;
|
|
if (h > 0) {
|
|
yph = y + h;
|
|
ymh = y - h;
|
|
result |= pixel(renderer, xmk, yph);
|
|
result |= pixel(renderer, xpk, yph);
|
|
result |= pixel(renderer, xmk, ymh);
|
|
result |= pixel(renderer, xpk, ymh);
|
|
} else {
|
|
result |= pixel(renderer, xmk, y);
|
|
result |= pixel(renderer, xpk, y);
|
|
}
|
|
oh = h;
|
|
}
|
|
|
|
ix = ix + iy / ry;
|
|
iy = iy - ix / ry;
|
|
|
|
} while (i > h);
|
|
}
|
|
|
|
return (result);
|
|
}
|
|
|
|
/* ----- AA Ellipse */
|
|
|
|
/* Windows targets do not have lrint, so provide a local inline version */
|
|
#if defined(_MSC_VER)
|
|
/* Detect 64bit and use intrinsic version */
|
|
#ifdef _M_X64
|
|
#include <emmintrin.h>
|
|
static __inline long
|
|
lrint(float f)
|
|
{
|
|
return _mm_cvtss_si32(_mm_load_ss(&f));
|
|
}
|
|
#elif defined(_M_IX86)
|
|
__inline long int
|
|
lrint (double flt)
|
|
{
|
|
int intgr;
|
|
_asm
|
|
{
|
|
fld flt
|
|
fistp intgr
|
|
};
|
|
return intgr;
|
|
}
|
|
#elif defined(_M_ARM)
|
|
#include <armintr.h>
|
|
#pragma warning(push)
|
|
#pragma warning(disable: 4716)
|
|
__declspec(naked) long int
|
|
lrint (double flt)
|
|
{
|
|
__emit(0xEC410B10); // fmdrr d0, r0, r1
|
|
__emit(0xEEBD0B40); // ftosid s0, d0
|
|
__emit(0xEE100A10); // fmrs r0, s0
|
|
__emit(0xE12FFF1E); // bx lr
|
|
}
|
|
#pragma warning(pop)
|
|
#else
|
|
#error lrint needed for MSVC on non X86/AMD64/ARM targets.
|
|
#endif
|
|
#endif
|
|
|
|
/*!
|
|
\brief Draw anti-aliased ellipse with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the aa-ellipse.
|
|
\param y Y coordinate of the center of the aa-ellipse.
|
|
\param rx Horizontal radius in pixels of the aa-ellipse.
|
|
\param ry Vertical radius in pixels of the aa-ellipse.
|
|
\param color The color value of the aa-ellipse to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aaellipseColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return aaellipseRGBA(renderer, x, y, rx, ry, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw anti-aliased ellipse with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the aa-ellipse.
|
|
\param y Y coordinate of the center of the aa-ellipse.
|
|
\param rx Horizontal radius in pixels of the aa-ellipse.
|
|
\param ry Vertical radius in pixels of the aa-ellipse.
|
|
\param r The red value of the aa-ellipse to draw.
|
|
\param g The green value of the aa-ellipse to draw.
|
|
\param b The blue value of the aa-ellipse to draw.
|
|
\param a The alpha value of the aa-ellipse to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aaellipseRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int result;
|
|
int i;
|
|
int a2, b2, ds, dt, dxt, t, s, d;
|
|
Sint16 xp, yp, xs, ys, dyt, od, xx, yy, xc2, yc2;
|
|
float cp;
|
|
double sab;
|
|
Uint8 weight, iweight;
|
|
|
|
/*
|
|
* Sanity check radii
|
|
*/
|
|
if ((rx < 0) || (ry < 0)) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Special cases for rx=0 and/or ry=0: draw a hline/vline/pixel
|
|
*/
|
|
if (rx == 0) {
|
|
if (ry == 0) {
|
|
return (pixel(renderer, x, y));
|
|
} else {
|
|
return (vline(renderer, x, y - ry, y + ry));
|
|
}
|
|
} else {
|
|
if (ry == 0) {
|
|
return (hline(renderer, x - rx, x + rx, y));
|
|
}
|
|
}
|
|
|
|
/* Variable setup */
|
|
a2 = rx * rx;
|
|
b2 = ry * ry;
|
|
|
|
ds = 2 * a2;
|
|
dt = 2 * b2;
|
|
|
|
xc2 = 2 * x;
|
|
yc2 = 2 * y;
|
|
|
|
sab = sqrt((double)(a2 + b2));
|
|
od = (Sint16)lrint(sab*0.01) + 1; /* introduce some overdraw */
|
|
dxt = (Sint16)lrint((double)a2 / sab) + od;
|
|
|
|
t = 0;
|
|
s = -2 * a2 * ry;
|
|
d = 0;
|
|
|
|
xp = x;
|
|
yp = y - ry;
|
|
|
|
/* Draw */
|
|
result = 0;
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
|
|
/* "End points" */
|
|
result |= pixelRGBA(renderer, xp, yp, r, g, b, a);
|
|
result |= pixelRGBA(renderer, xc2 - xp, yp, r, g, b, a);
|
|
result |= pixelRGBA(renderer, xp, yc2 - yp, r, g, b, a);
|
|
result |= pixelRGBA(renderer, xc2 - xp, yc2 - yp, r, g, b, a);
|
|
|
|
for (i = 1; i <= dxt; i++) {
|
|
xp--;
|
|
d += t - b2;
|
|
|
|
if (d >= 0)
|
|
ys = yp - 1;
|
|
else if ((d - s - a2) > 0) {
|
|
if ((2 * d - s - a2) >= 0)
|
|
ys = yp + 1;
|
|
else {
|
|
ys = yp;
|
|
yp++;
|
|
d -= s + a2;
|
|
s += ds;
|
|
}
|
|
} else {
|
|
yp++;
|
|
ys = yp + 1;
|
|
d -= s + a2;
|
|
s += ds;
|
|
}
|
|
|
|
t -= dt;
|
|
|
|
/* Calculate alpha */
|
|
if (s != 0) {
|
|
cp = (float) abs(d) / (float) abs(s);
|
|
if (cp > 1.0) {
|
|
cp = 1.0;
|
|
}
|
|
} else {
|
|
cp = 1.0;
|
|
}
|
|
|
|
/* Calculate weights */
|
|
weight = (Uint8) (cp * 255);
|
|
iweight = 255 - weight;
|
|
|
|
/* Upper half */
|
|
xx = xc2 - xp;
|
|
result |= pixelRGBAWeight(renderer, xp, yp, r, g, b, a, iweight);
|
|
result |= pixelRGBAWeight(renderer, xx, yp, r, g, b, a, iweight);
|
|
|
|
result |= pixelRGBAWeight(renderer, xp, ys, r, g, b, a, weight);
|
|
result |= pixelRGBAWeight(renderer, xx, ys, r, g, b, a, weight);
|
|
|
|
/* Lower half */
|
|
yy = yc2 - yp;
|
|
result |= pixelRGBAWeight(renderer, xp, yy, r, g, b, a, iweight);
|
|
result |= pixelRGBAWeight(renderer, xx, yy, r, g, b, a, iweight);
|
|
|
|
yy = yc2 - ys;
|
|
result |= pixelRGBAWeight(renderer, xp, yy, r, g, b, a, weight);
|
|
result |= pixelRGBAWeight(renderer, xx, yy, r, g, b, a, weight);
|
|
}
|
|
|
|
/* Replaces original approximation code dyt = abs(yp - yc); */
|
|
dyt = (Sint16)lrint((double)b2 / sab ) + od;
|
|
|
|
for (i = 1; i <= dyt; i++) {
|
|
yp++;
|
|
d -= s + a2;
|
|
|
|
if (d <= 0)
|
|
xs = xp + 1;
|
|
else if ((d + t - b2) < 0) {
|
|
if ((2 * d + t - b2) <= 0)
|
|
xs = xp - 1;
|
|
else {
|
|
xs = xp;
|
|
xp--;
|
|
d += t - b2;
|
|
t -= dt;
|
|
}
|
|
} else {
|
|
xp--;
|
|
xs = xp - 1;
|
|
d += t - b2;
|
|
t -= dt;
|
|
}
|
|
|
|
s += ds;
|
|
|
|
/* Calculate alpha */
|
|
if (t != 0) {
|
|
cp = (float) abs(d) / (float) abs(t);
|
|
if (cp > 1.0) {
|
|
cp = 1.0;
|
|
}
|
|
} else {
|
|
cp = 1.0;
|
|
}
|
|
|
|
/* Calculate weight */
|
|
weight = (Uint8) (cp * 255);
|
|
iweight = 255 - weight;
|
|
|
|
/* Left half */
|
|
xx = xc2 - xp;
|
|
yy = yc2 - yp;
|
|
result |= pixelRGBAWeight(renderer, xp, yp, r, g, b, a, iweight);
|
|
result |= pixelRGBAWeight(renderer, xx, yp, r, g, b, a, iweight);
|
|
|
|
result |= pixelRGBAWeight(renderer, xp, yy, r, g, b, a, iweight);
|
|
result |= pixelRGBAWeight(renderer, xx, yy, r, g, b, a, iweight);
|
|
|
|
/* Right half */
|
|
xx = xc2 - xs;
|
|
result |= pixelRGBAWeight(renderer, xs, yp, r, g, b, a, weight);
|
|
result |= pixelRGBAWeight(renderer, xx, yp, r, g, b, a, weight);
|
|
|
|
result |= pixelRGBAWeight(renderer, xs, yy, r, g, b, a, weight);
|
|
result |= pixelRGBAWeight(renderer, xx, yy, r, g, b, a, weight);
|
|
}
|
|
|
|
return (result);
|
|
}
|
|
|
|
/* ---- Filled Ellipse */
|
|
|
|
/*!
|
|
\brief Draw filled ellipse with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the filled ellipse.
|
|
\param y Y coordinate of the center of the filled ellipse.
|
|
\param rx Horizontal radius in pixels of the filled ellipse.
|
|
\param ry Vertical radius in pixels of the filled ellipse.
|
|
\param color The color value of the filled ellipse to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int filledEllipseColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return filledEllipseRGBA(renderer, x, y, rx, ry, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw filled ellipse with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the filled ellipse.
|
|
\param y Y coordinate of the center of the filled ellipse.
|
|
\param rx Horizontal radius in pixels of the filled ellipse.
|
|
\param ry Vertical radius in pixels of the filled ellipse.
|
|
\param r The red value of the filled ellipse to draw.
|
|
\param g The green value of the filled ellipse to draw.
|
|
\param b The blue value of the filled ellipse to draw.
|
|
\param a The alpha value of the filled ellipse to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int filledEllipseRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int result;
|
|
int ix, iy;
|
|
int h, i, j, k;
|
|
int oh, oi, oj, ok;
|
|
int xmh, xph;
|
|
int xmi, xpi;
|
|
int xmj, xpj;
|
|
int xmk, xpk;
|
|
|
|
/*
|
|
* Sanity check radii
|
|
*/
|
|
if ((rx < 0) || (ry < 0)) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Special case for rx=0 - draw a vline
|
|
*/
|
|
if (rx == 0) {
|
|
return (vlineRGBA(renderer, x, y - ry, y + ry, r, g, b, a));
|
|
}
|
|
/*
|
|
* Special case for ry=0 - draw a hline
|
|
*/
|
|
if (ry == 0) {
|
|
return (hlineRGBA(renderer, x - rx, x + rx, y, r, g, b, a));
|
|
}
|
|
|
|
/*
|
|
* Set color
|
|
*/
|
|
result = 0;
|
|
|
|
// NOTE: removing so the user can set their own blend mode before calling
|
|
/* result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); */
|
|
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
|
|
/*
|
|
* Init vars
|
|
*/
|
|
oh = oi = oj = ok = 0xFFFF;
|
|
|
|
/*
|
|
* Draw
|
|
*/
|
|
if (rx > ry) {
|
|
ix = 0;
|
|
iy = rx * 64;
|
|
|
|
do {
|
|
h = (ix + 32) >> 6;
|
|
i = (iy + 32) >> 6;
|
|
j = (h * ry) / rx;
|
|
k = (i * ry) / rx;
|
|
|
|
if ((ok != k) && (oj != k)) {
|
|
xph = x + h;
|
|
xmh = x - h;
|
|
if (k > 0) {
|
|
result |= hline(renderer, xmh, xph, y + k);
|
|
result |= hline(renderer, xmh, xph, y - k);
|
|
} else {
|
|
result |= hline(renderer, xmh, xph, y);
|
|
}
|
|
ok = k;
|
|
}
|
|
if ((oj != j) && (ok != j) && (k != j)) {
|
|
xmi = x - i;
|
|
xpi = x + i;
|
|
if (j > 0) {
|
|
result |= hline(renderer, xmi, xpi, y + j);
|
|
result |= hline(renderer, xmi, xpi, y - j);
|
|
} else {
|
|
result |= hline(renderer, xmi, xpi, y);
|
|
}
|
|
oj = j;
|
|
}
|
|
|
|
ix = ix + iy / rx;
|
|
iy = iy - ix / rx;
|
|
|
|
} while (i > h);
|
|
} else {
|
|
ix = 0;
|
|
iy = ry * 64;
|
|
|
|
do {
|
|
h = (ix + 32) >> 6;
|
|
i = (iy + 32) >> 6;
|
|
j = (h * rx) / ry;
|
|
k = (i * rx) / ry;
|
|
|
|
if ((oi != i) && (oh != i)) {
|
|
xmj = x - j;
|
|
xpj = x + j;
|
|
if (i > 0) {
|
|
result |= hline(renderer, xmj, xpj, y + i);
|
|
result |= hline(renderer, xmj, xpj, y - i);
|
|
} else {
|
|
result |= hline(renderer, xmj, xpj, y);
|
|
}
|
|
oi = i;
|
|
}
|
|
if ((oh != h) && (oi != h) && (i != h)) {
|
|
xmk = x - k;
|
|
xpk = x + k;
|
|
if (h > 0) {
|
|
result |= hline(renderer, xmk, xpk, y + h);
|
|
result |= hline(renderer, xmk, xpk, y - h);
|
|
} else {
|
|
result |= hline(renderer, xmk, xpk, y);
|
|
}
|
|
oh = h;
|
|
}
|
|
|
|
ix = ix + iy / ry;
|
|
iy = iy - ix / ry;
|
|
|
|
} while (i > h);
|
|
}
|
|
|
|
return (result);
|
|
}
|
|
|
|
/* ----- Pie */
|
|
|
|
/*!
|
|
\brief Internal float (low-speed) pie-calc implementation by drawing polygons.
|
|
|
|
Note: Determines vertex array and uses polygon or filledPolygon drawing routines to render.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the pie.
|
|
\param y Y coordinate of the center of the pie.
|
|
\param rad Radius in pixels of the pie.
|
|
\param start Starting radius in degrees of the pie.
|
|
\param end Ending radius in degrees of the pie.
|
|
\param r The red value of the pie to draw.
|
|
\param g The green value of the pie to draw.
|
|
\param b The blue value of the pie to draw.
|
|
\param a The alpha value of the pie to draw.
|
|
\param filled Flag indicating if the pie should be filled (=1) or not (=0).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
/* TODO: rewrite algorithm; pie is not always accurate */
|
|
int _pieRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Uint8 filled)
|
|
{
|
|
int result;
|
|
double angle, start_angle, end_angle;
|
|
double deltaAngle;
|
|
double dr;
|
|
int numpoints, i;
|
|
Sint16 *vx, *vy;
|
|
|
|
/*
|
|
* Sanity check radii
|
|
*/
|
|
if (rad < 0) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Fixup angles
|
|
*/
|
|
start = start % 360;
|
|
end = end % 360;
|
|
|
|
/*
|
|
* Special case for rad=0 - draw a point
|
|
*/
|
|
if (rad == 0) {
|
|
return (pixelRGBA(renderer, x, y, r, g, b, a));
|
|
}
|
|
|
|
/*
|
|
* Variable setup
|
|
*/
|
|
dr = (double) rad;
|
|
deltaAngle = 3.0 / dr;
|
|
start_angle = (double) start *(2.0 * M_PI / 360.0);
|
|
end_angle = (double) end *(2.0 * M_PI / 360.0);
|
|
if (start > end) {
|
|
end_angle += (2.0 * M_PI);
|
|
}
|
|
|
|
/* We will always have at least 2 points */
|
|
numpoints = 2;
|
|
|
|
/* Count points (rather than calculating it) */
|
|
angle = start_angle;
|
|
while (angle < end_angle) {
|
|
angle += deltaAngle;
|
|
numpoints++;
|
|
}
|
|
|
|
/* Allocate combined vertex array */
|
|
vx = vy = (Sint16 *) malloc(2 * sizeof(Sint16) * numpoints);
|
|
if (vx == NULL) {
|
|
return (-1);
|
|
}
|
|
|
|
/* Update point to start of vy */
|
|
vy += numpoints;
|
|
|
|
/* Center */
|
|
vx[0] = x;
|
|
vy[0] = y;
|
|
|
|
/* First vertex */
|
|
angle = start_angle;
|
|
vx[1] = x + (int) (dr * cos(angle));
|
|
vy[1] = y + (int) (dr * sin(angle));
|
|
|
|
if (numpoints<3)
|
|
{
|
|
result = lineRGBA(renderer, vx[0], vy[0], vx[1], vy[1], r, g, b, a);
|
|
}
|
|
else
|
|
{
|
|
/* Calculate other vertices */
|
|
i = 2;
|
|
angle = start_angle;
|
|
while (angle < end_angle) {
|
|
angle += deltaAngle;
|
|
if (angle>end_angle)
|
|
{
|
|
angle = end_angle;
|
|
}
|
|
vx[i] = x + (int) (dr * cos(angle));
|
|
vy[i] = y + (int) (dr * sin(angle));
|
|
i++;
|
|
}
|
|
|
|
/* Draw */
|
|
if (filled) {
|
|
result = filledPolygonRGBA(renderer, vx, vy, numpoints, r, g, b, a);
|
|
} else {
|
|
result = polygonRGBA(renderer, vx, vy, numpoints, r, g, b, a);
|
|
}
|
|
}
|
|
|
|
/* Free combined vertex array */
|
|
free(vx);
|
|
|
|
return (result);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw pie (outline) with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the pie.
|
|
\param y Y coordinate of the center of the pie.
|
|
\param rad Radius in pixels of the pie.
|
|
\param start Starting radius in degrees of the pie.
|
|
\param end Ending radius in degrees of the pie.
|
|
\param color The color value of the pie to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int pieColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad,
|
|
Sint16 start, Sint16 end, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return _pieRGBA(renderer, x, y, rad, start, end, c[0], c[1], c[2], c[3], 0);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw pie (outline) with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the pie.
|
|
\param y Y coordinate of the center of the pie.
|
|
\param rad Radius in pixels of the pie.
|
|
\param start Starting radius in degrees of the pie.
|
|
\param end Ending radius in degrees of the pie.
|
|
\param r The red value of the pie to draw.
|
|
\param g The green value of the pie to draw.
|
|
\param b The blue value of the pie to draw.
|
|
\param a The alpha value of the pie to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int pieRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad,
|
|
Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
return _pieRGBA(renderer, x, y, rad, start, end, r, g, b, a, 0);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw filled pie with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the filled pie.
|
|
\param y Y coordinate of the center of the filled pie.
|
|
\param rad Radius in pixels of the filled pie.
|
|
\param start Starting radius in degrees of the filled pie.
|
|
\param end Ending radius in degrees of the filled pie.
|
|
\param color The color value of the filled pie to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int filledPieColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return _pieRGBA(renderer, x, y, rad, start, end, c[0], c[1], c[2], c[3], 1);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw filled pie with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X coordinate of the center of the filled pie.
|
|
\param y Y coordinate of the center of the filled pie.
|
|
\param rad Radius in pixels of the filled pie.
|
|
\param start Starting radius in degrees of the filled pie.
|
|
\param end Ending radius in degrees of the filled pie.
|
|
\param r The red value of the filled pie to draw.
|
|
\param g The green value of the filled pie to draw.
|
|
\param b The blue value of the filled pie to draw.
|
|
\param a The alpha value of the filled pie to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int filledPieRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad,
|
|
Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
return _pieRGBA(renderer, x, y, rad, start, end, r, g, b, a, 1);
|
|
}
|
|
|
|
/* ------ Trigon */
|
|
|
|
/*!
|
|
\brief Draw trigon (triangle outline) with alpha blending.
|
|
|
|
Note: Creates vertex array and uses polygon routine to render.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the trigon.
|
|
\param y1 Y coordinate of the first point of the trigon.
|
|
\param x2 X coordinate of the second point of the trigon.
|
|
\param y2 Y coordinate of the second point of the trigon.
|
|
\param x3 X coordinate of the third point of the trigon.
|
|
\param y3 Y coordinate of the third point of the trigon.
|
|
\param color The color value of the trigon to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int trigonColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint32 color)
|
|
{
|
|
Sint16 vx[3];
|
|
Sint16 vy[3];
|
|
|
|
vx[0]=x1;
|
|
vx[1]=x2;
|
|
vx[2]=x3;
|
|
vy[0]=y1;
|
|
vy[1]=y2;
|
|
vy[2]=y3;
|
|
|
|
return(polygonColor(renderer,vx,vy,3,color));
|
|
}
|
|
|
|
/*!
|
|
\brief Draw trigon (triangle outline) with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the trigon.
|
|
\param y1 Y coordinate of the first point of the trigon.
|
|
\param x2 X coordinate of the second point of the trigon.
|
|
\param y2 Y coordinate of the second point of the trigon.
|
|
\param x3 X coordinate of the third point of the trigon.
|
|
\param y3 Y coordinate of the third point of the trigon.
|
|
\param r The red value of the trigon to draw.
|
|
\param g The green value of the trigon to draw.
|
|
\param b The blue value of the trigon to draw.
|
|
\param a The alpha value of the trigon to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int trigonRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3,
|
|
Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
Sint16 vx[3];
|
|
Sint16 vy[3];
|
|
|
|
vx[0]=x1;
|
|
vx[1]=x2;
|
|
vx[2]=x3;
|
|
vy[0]=y1;
|
|
vy[1]=y2;
|
|
vy[2]=y3;
|
|
|
|
return(polygonRGBA(renderer,vx,vy,3,r,g,b,a));
|
|
}
|
|
|
|
/* ------ AA-Trigon */
|
|
|
|
/*!
|
|
\brief Draw anti-aliased trigon (triangle outline) with alpha blending.
|
|
|
|
Note: Creates vertex array and uses aapolygon routine to render.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the aa-trigon.
|
|
\param y1 Y coordinate of the first point of the aa-trigon.
|
|
\param x2 X coordinate of the second point of the aa-trigon.
|
|
\param y2 Y coordinate of the second point of the aa-trigon.
|
|
\param x3 X coordinate of the third point of the aa-trigon.
|
|
\param y3 Y coordinate of the third point of the aa-trigon.
|
|
\param color The color value of the aa-trigon to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aatrigonColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint32 color)
|
|
{
|
|
Sint16 vx[3];
|
|
Sint16 vy[3];
|
|
|
|
vx[0]=x1;
|
|
vx[1]=x2;
|
|
vx[2]=x3;
|
|
vy[0]=y1;
|
|
vy[1]=y2;
|
|
vy[2]=y3;
|
|
|
|
return(aapolygonColor(renderer,vx,vy,3,color));
|
|
}
|
|
|
|
/*!
|
|
\brief Draw anti-aliased trigon (triangle outline) with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the aa-trigon.
|
|
\param y1 Y coordinate of the first point of the aa-trigon.
|
|
\param x2 X coordinate of the second point of the aa-trigon.
|
|
\param y2 Y coordinate of the second point of the aa-trigon.
|
|
\param x3 X coordinate of the third point of the aa-trigon.
|
|
\param y3 Y coordinate of the third point of the aa-trigon.
|
|
\param r The red value of the aa-trigon to draw.
|
|
\param g The green value of the aa-trigon to draw.
|
|
\param b The blue value of the aa-trigon to draw.
|
|
\param a The alpha value of the aa-trigon to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aatrigonRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3,
|
|
Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
Sint16 vx[3];
|
|
Sint16 vy[3];
|
|
|
|
vx[0]=x1;
|
|
vx[1]=x2;
|
|
vx[2]=x3;
|
|
vy[0]=y1;
|
|
vy[1]=y2;
|
|
vy[2]=y3;
|
|
|
|
return(aapolygonRGBA(renderer,vx,vy,3,r,g,b,a));
|
|
}
|
|
|
|
/* ------ Filled Trigon */
|
|
|
|
/*!
|
|
\brief Draw filled trigon (triangle) with alpha blending.
|
|
|
|
Note: Creates vertex array and uses aapolygon routine to render.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the filled trigon.
|
|
\param y1 Y coordinate of the first point of the filled trigon.
|
|
\param x2 X coordinate of the second point of the filled trigon.
|
|
\param y2 Y coordinate of the second point of the filled trigon.
|
|
\param x3 X coordinate of the third point of the filled trigon.
|
|
\param y3 Y coordinate of the third point of the filled trigon.
|
|
\param color The color value of the filled trigon to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int filledTrigonColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint32 color)
|
|
{
|
|
Sint16 vx[3];
|
|
Sint16 vy[3];
|
|
|
|
vx[0]=x1;
|
|
vx[1]=x2;
|
|
vx[2]=x3;
|
|
vy[0]=y1;
|
|
vy[1]=y2;
|
|
vy[2]=y3;
|
|
|
|
return(filledPolygonColor(renderer,vx,vy,3,color));
|
|
}
|
|
|
|
/*!
|
|
\brief Draw filled trigon (triangle) with alpha blending.
|
|
|
|
Note: Creates vertex array and uses aapolygon routine to render.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the filled trigon.
|
|
\param y1 Y coordinate of the first point of the filled trigon.
|
|
\param x2 X coordinate of the second point of the filled trigon.
|
|
\param y2 Y coordinate of the second point of the filled trigon.
|
|
\param x3 X coordinate of the third point of the filled trigon.
|
|
\param y3 Y coordinate of the third point of the filled trigon.
|
|
\param r The red value of the filled trigon to draw.
|
|
\param g The green value of the filled trigon to draw.
|
|
\param b The blue value of the filled trigon to draw.
|
|
\param a The alpha value of the filled trigon to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int filledTrigonRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3,
|
|
Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
Sint16 vx[3];
|
|
Sint16 vy[3];
|
|
|
|
vx[0]=x1;
|
|
vx[1]=x2;
|
|
vx[2]=x3;
|
|
vy[0]=y1;
|
|
vy[1]=y2;
|
|
vy[2]=y3;
|
|
|
|
return(filledPolygonRGBA(renderer,vx,vy,3,r,g,b,a));
|
|
}
|
|
|
|
/* ---- Polygon */
|
|
|
|
/*!
|
|
\brief Draw polygon with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the polygon.
|
|
\param vy Vertex array containing Y coordinates of the points of the polygon.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
\param color The color value of the polygon to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int polygonColor(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return polygonRGBA(renderer, vx, vy, n, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw polygon with the currently set color and blend mode.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the polygon.
|
|
\param vy Vertex array containing Y coordinates of the points of the polygon.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int polygon(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n)
|
|
{
|
|
/*
|
|
* Draw
|
|
*/
|
|
int result = 0;
|
|
int i, nn;
|
|
SDL_Point* points;
|
|
|
|
/*
|
|
* Vertex array NULL check
|
|
*/
|
|
if (vx == NULL) {
|
|
return (-1);
|
|
}
|
|
if (vy == NULL) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Sanity check
|
|
*/
|
|
if (n < 3) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Create array of points
|
|
*/
|
|
nn = n + 1;
|
|
points = (SDL_Point*)malloc(sizeof(SDL_Point) * nn);
|
|
if (points == NULL)
|
|
{
|
|
return -1;
|
|
}
|
|
for (i=0; i<n; i++)
|
|
{
|
|
points[i].x = vx[i];
|
|
points[i].y = vy[i];
|
|
}
|
|
points[n].x = vx[0];
|
|
points[n].y = vy[0];
|
|
|
|
/*
|
|
* Draw
|
|
*/
|
|
result |= SDL_RenderDrawLines(renderer, points, nn);
|
|
free(points);
|
|
|
|
return (result);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw polygon with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the polygon.
|
|
\param vy Vertex array containing Y coordinates of the points of the polygon.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
\param r The red value of the polygon to draw.
|
|
\param g The green value of the polygon to draw.
|
|
\param b The blue value of the polygon to draw.
|
|
\param a The alpha value of the polygon to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int polygonRGBA(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
/*
|
|
* Draw
|
|
*/
|
|
int result;
|
|
|
|
/*
|
|
* Vertex array NULL check
|
|
*/
|
|
if (vx == NULL) {
|
|
return (-1);
|
|
}
|
|
if (vy == NULL) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Sanity check
|
|
*/
|
|
if (n < 3) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Set color
|
|
*/
|
|
result = 0;
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
|
|
/*
|
|
* Draw
|
|
*/
|
|
result |= polygon(renderer, vx, vy, n);
|
|
|
|
return (result);
|
|
}
|
|
|
|
/* ---- AA-Polygon */
|
|
|
|
/*!
|
|
\brief Draw anti-aliased polygon with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the aa-polygon.
|
|
\param vy Vertex array containing Y coordinates of the points of the aa-polygon.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
\param color The color value of the aa-polygon to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aapolygonColor(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return aapolygonRGBA(renderer, vx, vy, n, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw anti-aliased polygon with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the aa-polygon.
|
|
\param vy Vertex array containing Y coordinates of the points of the aa-polygon.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
\param r The red value of the aa-polygon to draw.
|
|
\param g The green value of the aa-polygon to draw.
|
|
\param b The blue value of the aa-polygon to draw.
|
|
\param a The alpha value of the aa-polygon to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aapolygonRGBA(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int result;
|
|
int i;
|
|
const Sint16 *x1, *y1, *x2, *y2;
|
|
|
|
/*
|
|
* Vertex array NULL check
|
|
*/
|
|
if (vx == NULL) {
|
|
return (-1);
|
|
}
|
|
if (vy == NULL) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Sanity check
|
|
*/
|
|
if (n < 3) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Pointer setup
|
|
*/
|
|
x1 = x2 = vx;
|
|
y1 = y2 = vy;
|
|
x2++;
|
|
y2++;
|
|
|
|
/*
|
|
* Draw
|
|
*/
|
|
result = 0;
|
|
for (i = 1; i < n; i++) {
|
|
result |= _aalineRGBA(renderer, *x1, *y1, *x2, *y2, r, g, b, a, 0);
|
|
x1 = x2;
|
|
y1 = y2;
|
|
x2++;
|
|
y2++;
|
|
}
|
|
|
|
result |= _aalineRGBA(renderer, *x1, *y1, *vx, *vy, r, g, b, a, 0);
|
|
|
|
return (result);
|
|
}
|
|
|
|
/* ---- Filled Polygon */
|
|
|
|
/*!
|
|
\brief Internal helper qsort callback functions used in filled polygon drawing.
|
|
|
|
\param a The surface to draw on.
|
|
\param b Vertex array containing X coordinates of the points of the polygon.
|
|
|
|
\returns Returns 0 if a==b, a negative number if a<b or a positive number if a>b.
|
|
*/
|
|
int _gfxPrimitivesCompareInt(const void *a, const void *b)
|
|
{
|
|
return (*(const int *) a) - (*(const int *) b);
|
|
}
|
|
|
|
/*!
|
|
\brief Global vertex array to use if optional parameters are not given in filledPolygonMT calls.
|
|
|
|
Note: Used for non-multithreaded (default) operation of filledPolygonMT.
|
|
*/
|
|
static int *gfxPrimitivesPolyIntsGlobal = NULL;
|
|
|
|
/*!
|
|
\brief Flag indicating if global vertex array was already allocated.
|
|
|
|
Note: Used for non-multithreaded (default) operation of filledPolygonMT.
|
|
*/
|
|
static int gfxPrimitivesPolyAllocatedGlobal = 0;
|
|
|
|
/*!
|
|
\brief Draw filled polygon with alpha blending (multi-threaded capable).
|
|
|
|
Note: The last two parameters are optional; but are required for multithreaded operation.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the filled polygon.
|
|
\param vy Vertex array containing Y coordinates of the points of the filled polygon.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
\param r The red value of the filled polygon to draw.
|
|
\param g The green value of the filled polygon to draw.
|
|
\param b The blue value of the filled polygon to draw.
|
|
\param a The alpha value of the filled polygon to draw.
|
|
\param polyInts Preallocated, temporary vertex array used for sorting vertices. Required for multithreaded operation; set to NULL otherwise.
|
|
\param polyAllocated Flag indicating if temporary vertex array was allocated. Required for multithreaded operation; set to NULL otherwise.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int filledPolygonRGBAMT(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a, int **polyInts, int *polyAllocated)
|
|
{
|
|
int result;
|
|
int i;
|
|
int y, xa, xb;
|
|
int miny, maxy;
|
|
int x1, y1;
|
|
int x2, y2;
|
|
int ind1, ind2;
|
|
int ints;
|
|
int *gfxPrimitivesPolyInts = NULL;
|
|
int *gfxPrimitivesPolyIntsNew = NULL;
|
|
int gfxPrimitivesPolyAllocated = 0;
|
|
|
|
/*
|
|
* Vertex array NULL check
|
|
*/
|
|
if (vx == NULL) {
|
|
return (-1);
|
|
}
|
|
if (vy == NULL) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Sanity check number of edges
|
|
*/
|
|
if (n < 3) {
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
* Map polygon cache
|
|
*/
|
|
if ((polyInts==NULL) || (polyAllocated==NULL)) {
|
|
/* Use global cache */
|
|
gfxPrimitivesPolyInts = gfxPrimitivesPolyIntsGlobal;
|
|
gfxPrimitivesPolyAllocated = gfxPrimitivesPolyAllocatedGlobal;
|
|
} else {
|
|
/* Use local cache */
|
|
gfxPrimitivesPolyInts = *polyInts;
|
|
gfxPrimitivesPolyAllocated = *polyAllocated;
|
|
}
|
|
|
|
/*
|
|
* Allocate temp array, only grow array
|
|
*/
|
|
if (!gfxPrimitivesPolyAllocated) {
|
|
gfxPrimitivesPolyInts = (int *) malloc(sizeof(int) * n);
|
|
gfxPrimitivesPolyAllocated = n;
|
|
} else {
|
|
if (gfxPrimitivesPolyAllocated < n) {
|
|
gfxPrimitivesPolyIntsNew = (int *) realloc(gfxPrimitivesPolyInts, sizeof(int) * n);
|
|
if (!gfxPrimitivesPolyIntsNew) {
|
|
if (!gfxPrimitivesPolyInts) {
|
|
free(gfxPrimitivesPolyInts);
|
|
gfxPrimitivesPolyInts = NULL;
|
|
}
|
|
gfxPrimitivesPolyAllocated = 0;
|
|
} else {
|
|
gfxPrimitivesPolyInts = gfxPrimitivesPolyIntsNew;
|
|
gfxPrimitivesPolyAllocated = n;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Check temp array
|
|
*/
|
|
if (gfxPrimitivesPolyInts==NULL) {
|
|
gfxPrimitivesPolyAllocated = 0;
|
|
}
|
|
|
|
/*
|
|
* Update cache variables
|
|
*/
|
|
if ((polyInts==NULL) || (polyAllocated==NULL)) {
|
|
gfxPrimitivesPolyIntsGlobal = gfxPrimitivesPolyInts;
|
|
gfxPrimitivesPolyAllocatedGlobal = gfxPrimitivesPolyAllocated;
|
|
} else {
|
|
*polyInts = gfxPrimitivesPolyInts;
|
|
*polyAllocated = gfxPrimitivesPolyAllocated;
|
|
}
|
|
|
|
/*
|
|
* Check temp array again
|
|
*/
|
|
if (gfxPrimitivesPolyInts==NULL) {
|
|
return(-1);
|
|
}
|
|
|
|
/*
|
|
* Determine Y maxima
|
|
*/
|
|
miny = vy[0];
|
|
maxy = vy[0];
|
|
for (i = 1; (i < n); i++) {
|
|
if (vy[i] < miny) {
|
|
miny = vy[i];
|
|
} else if (vy[i] > maxy) {
|
|
maxy = vy[i];
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Draw, scanning y
|
|
*/
|
|
result = 0;
|
|
for (y = miny; (y <= maxy); y++) {
|
|
ints = 0;
|
|
for (i = 0; (i < n); i++) {
|
|
if (!i) {
|
|
ind1 = n - 1;
|
|
ind2 = 0;
|
|
} else {
|
|
ind1 = i - 1;
|
|
ind2 = i;
|
|
}
|
|
y1 = vy[ind1];
|
|
y2 = vy[ind2];
|
|
if (y1 < y2) {
|
|
x1 = vx[ind1];
|
|
x2 = vx[ind2];
|
|
} else if (y1 > y2) {
|
|
y2 = vy[ind1];
|
|
y1 = vy[ind2];
|
|
x2 = vx[ind1];
|
|
x1 = vx[ind2];
|
|
} else {
|
|
continue;
|
|
}
|
|
if ( ((y >= y1) && (y < y2)) || ((y == maxy) && (y > y1) && (y <= y2)) ) {
|
|
gfxPrimitivesPolyInts[ints++] = ((65536 * (y - y1)) / (y2 - y1)) * (x2 - x1) + (65536 * x1);
|
|
}
|
|
}
|
|
|
|
qsort(gfxPrimitivesPolyInts, ints, sizeof(int), _gfxPrimitivesCompareInt);
|
|
|
|
/*
|
|
* Set color
|
|
*/
|
|
result = 0;
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
|
|
for (i = 0; (i < ints); i += 2) {
|
|
xa = gfxPrimitivesPolyInts[i] + 1;
|
|
xa = (xa >> 16) + ((xa & 32768) >> 15);
|
|
xb = gfxPrimitivesPolyInts[i+1] - 1;
|
|
xb = (xb >> 16) + ((xb & 32768) >> 15);
|
|
result |= hline(renderer, xa, xb, y);
|
|
}
|
|
}
|
|
|
|
return (result);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw filled polygon with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the filled polygon.
|
|
\param vy Vertex array containing Y coordinates of the points of the filled polygon.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
\param color The color value of the filled polygon to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int filledPolygonColor(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return filledPolygonRGBAMT(renderer, vx, vy, n, c[0], c[1], c[2], c[3], NULL, NULL);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw filled polygon with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the filled polygon.
|
|
\param vy Vertex array containing Y coordinates of the points of the filled polygon.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
\param r The red value of the filled polygon to draw.
|
|
\param g The green value of the filled polygon to draw.
|
|
\param b The blue value of the filed polygon to draw.
|
|
\param a The alpha value of the filled polygon to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int filledPolygonRGBA(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
return filledPolygonRGBAMT(renderer, vx, vy, n, r, g, b, a, NULL, NULL);
|
|
}
|
|
|
|
/* ---- Textured Polygon */
|
|
|
|
/*!
|
|
\brief Internal function to draw a textured horizontal line.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point (i.e. left) of the line.
|
|
\param x2 X coordinate of the second point (i.e. right) of the line.
|
|
\param y Y coordinate of the points of the line.
|
|
\param texture The texture to retrieve color information from.
|
|
\param texture_w The width of the texture.
|
|
\param texture_h The height of the texture.
|
|
\param texture_dx The X offset for the texture lookup.
|
|
\param texture_dy The Y offset for the textured lookup.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int _HLineTextured(SDL_Renderer *renderer, Sint16 x1, Sint16 x2, Sint16 y, SDL_Texture *texture, int texture_w, int texture_h, int texture_dx, int texture_dy)
|
|
{
|
|
Sint16 w;
|
|
Sint16 xtmp;
|
|
int result = 0;
|
|
int texture_x_walker;
|
|
int texture_y_start;
|
|
SDL_Rect source_rect,dst_rect;
|
|
int pixels_written,write_width;
|
|
|
|
/*
|
|
* Swap x1, x2 if required to ensure x1<=x2
|
|
*/
|
|
if (x1 > x2) {
|
|
xtmp = x1;
|
|
x1 = x2;
|
|
x2 = xtmp;
|
|
}
|
|
|
|
/*
|
|
* Calculate width to draw
|
|
*/
|
|
w = x2 - x1 + 1;
|
|
|
|
/*
|
|
* Determine where in the texture we start drawing
|
|
*/
|
|
texture_x_walker = (x1 - texture_dx) % texture_w;
|
|
if (texture_x_walker < 0){
|
|
texture_x_walker = texture_w + texture_x_walker ;
|
|
}
|
|
|
|
texture_y_start = (y + texture_dy) % texture_h;
|
|
if (texture_y_start < 0){
|
|
texture_y_start = texture_h + texture_y_start;
|
|
}
|
|
|
|
/* setup the source rectangle; we are only drawing one horizontal line */
|
|
source_rect.y = texture_y_start;
|
|
source_rect.x = texture_x_walker;
|
|
source_rect.h = 1;
|
|
|
|
/* we will draw to the current y */
|
|
dst_rect.y = y;
|
|
dst_rect.h = 1;
|
|
|
|
/* if there are enough pixels left in the current row of the texture */
|
|
/* draw it all at once */
|
|
if (w <= texture_w -texture_x_walker){
|
|
source_rect.w = w;
|
|
source_rect.x = texture_x_walker;
|
|
dst_rect.x= x1;
|
|
dst_rect.w = source_rect.w;
|
|
result = (SDL_RenderCopy(renderer, texture, &source_rect, &dst_rect) == 0);
|
|
} else {
|
|
/* we need to draw multiple times */
|
|
/* draw the first segment */
|
|
pixels_written = texture_w - texture_x_walker;
|
|
source_rect.w = pixels_written;
|
|
source_rect.x = texture_x_walker;
|
|
dst_rect.x= x1;
|
|
dst_rect.w = source_rect.w;
|
|
result |= (SDL_RenderCopy(renderer, texture, &source_rect, &dst_rect) == 0);
|
|
write_width = texture_w;
|
|
|
|
/* now draw the rest */
|
|
/* set the source x to 0 */
|
|
source_rect.x = 0;
|
|
while (pixels_written < w){
|
|
if (write_width >= w - pixels_written) {
|
|
write_width = w - pixels_written;
|
|
}
|
|
source_rect.w = write_width;
|
|
dst_rect.x = x1 + pixels_written;
|
|
dst_rect.w = source_rect.w;
|
|
result |= (SDL_RenderCopy(renderer, texture, &source_rect, &dst_rect) == 0);
|
|
pixels_written += write_width;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/*!
|
|
\brief Draws a polygon filled with the given texture (Multi-Threading Capable).
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx array of x vector components
|
|
\param vy array of x vector components
|
|
\param n the amount of vectors in the vx and vy array
|
|
\param texture the sdl surface to use to fill the polygon
|
|
\param texture_dx the offset of the texture relative to the screeen. If you move the polygon 10 pixels
|
|
to the left and want the texture to apear the same you need to increase the texture_dx value
|
|
\param texture_dy see texture_dx
|
|
\param polyInts Preallocated temp array storage for vertex sorting (used for multi-threaded operation)
|
|
\param polyAllocated Flag indicating oif the temp array was allocated (used for multi-threaded operation)
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int texturedPolygonMT(SDL_Renderer *renderer, const Sint16 * vx, const Sint16 * vy, int n,
|
|
SDL_Surface * texture, int texture_dx, int texture_dy, int **polyInts, int *polyAllocated)
|
|
{
|
|
int result;
|
|
int i;
|
|
int y, xa, xb;
|
|
int minx,maxx,miny, maxy;
|
|
int x1, y1;
|
|
int x2, y2;
|
|
int ind1, ind2;
|
|
int ints;
|
|
int *gfxPrimitivesPolyInts = NULL;
|
|
int *gfxPrimitivesPolyIntsTemp = NULL;
|
|
int gfxPrimitivesPolyAllocated = 0;
|
|
SDL_Texture *textureAsTexture = NULL;
|
|
|
|
/*
|
|
* Sanity check number of edges
|
|
*/
|
|
if (n < 3) {
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
* Map polygon cache
|
|
*/
|
|
if ((polyInts==NULL) || (polyAllocated==NULL)) {
|
|
/* Use global cache */
|
|
gfxPrimitivesPolyInts = gfxPrimitivesPolyIntsGlobal;
|
|
gfxPrimitivesPolyAllocated = gfxPrimitivesPolyAllocatedGlobal;
|
|
} else {
|
|
/* Use local cache */
|
|
gfxPrimitivesPolyInts = *polyInts;
|
|
gfxPrimitivesPolyAllocated = *polyAllocated;
|
|
}
|
|
|
|
/*
|
|
* Allocate temp array, only grow array
|
|
*/
|
|
if (!gfxPrimitivesPolyAllocated) {
|
|
gfxPrimitivesPolyInts = (int *) malloc(sizeof(int) * n);
|
|
gfxPrimitivesPolyAllocated = n;
|
|
} else {
|
|
if (gfxPrimitivesPolyAllocated < n) {
|
|
gfxPrimitivesPolyIntsTemp = (int *) realloc(gfxPrimitivesPolyInts, sizeof(int) * n);
|
|
if (gfxPrimitivesPolyIntsTemp == NULL) {
|
|
/* Realloc failed - keeps original memory block, but fails this operation */
|
|
return(-1);
|
|
}
|
|
gfxPrimitivesPolyInts = gfxPrimitivesPolyIntsTemp;
|
|
gfxPrimitivesPolyAllocated = n;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Check temp array
|
|
*/
|
|
if (gfxPrimitivesPolyInts==NULL) {
|
|
gfxPrimitivesPolyAllocated = 0;
|
|
}
|
|
|
|
/*
|
|
* Update cache variables
|
|
*/
|
|
if ((polyInts==NULL) || (polyAllocated==NULL)) {
|
|
gfxPrimitivesPolyIntsGlobal = gfxPrimitivesPolyInts;
|
|
gfxPrimitivesPolyAllocatedGlobal = gfxPrimitivesPolyAllocated;
|
|
} else {
|
|
*polyInts = gfxPrimitivesPolyInts;
|
|
*polyAllocated = gfxPrimitivesPolyAllocated;
|
|
}
|
|
|
|
/*
|
|
* Check temp array again
|
|
*/
|
|
if (gfxPrimitivesPolyInts==NULL) {
|
|
return(-1);
|
|
}
|
|
|
|
/*
|
|
* Determine X,Y minima,maxima
|
|
*/
|
|
miny = vy[0];
|
|
maxy = vy[0];
|
|
minx = vx[0];
|
|
maxx = vx[0];
|
|
for (i = 1; (i < n); i++) {
|
|
if (vy[i] < miny) {
|
|
miny = vy[i];
|
|
} else if (vy[i] > maxy) {
|
|
maxy = vy[i];
|
|
}
|
|
if (vx[i] < minx) {
|
|
minx = vx[i];
|
|
} else if (vx[i] > maxx) {
|
|
maxx = vx[i];
|
|
}
|
|
}
|
|
|
|
/* Create texture for drawing */
|
|
textureAsTexture = SDL_CreateTextureFromSurface(renderer, texture);
|
|
if (textureAsTexture == NULL)
|
|
{
|
|
return -1;
|
|
}
|
|
SDL_SetTextureBlendMode(textureAsTexture, SDL_BLENDMODE_BLEND);
|
|
|
|
/*
|
|
* Draw, scanning y
|
|
*/
|
|
result = 0;
|
|
for (y = miny; (y <= maxy); y++) {
|
|
ints = 0;
|
|
for (i = 0; (i < n); i++) {
|
|
if (!i) {
|
|
ind1 = n - 1;
|
|
ind2 = 0;
|
|
} else {
|
|
ind1 = i - 1;
|
|
ind2 = i;
|
|
}
|
|
y1 = vy[ind1];
|
|
y2 = vy[ind2];
|
|
if (y1 < y2) {
|
|
x1 = vx[ind1];
|
|
x2 = vx[ind2];
|
|
} else if (y1 > y2) {
|
|
y2 = vy[ind1];
|
|
y1 = vy[ind2];
|
|
x2 = vx[ind1];
|
|
x1 = vx[ind2];
|
|
} else {
|
|
continue;
|
|
}
|
|
if ( ((y >= y1) && (y < y2)) || ((y == maxy) && (y > y1) && (y <= y2)) ) {
|
|
gfxPrimitivesPolyInts[ints++] = ((65536 * (y - y1)) / (y2 - y1)) * (x2 - x1) + (65536 * x1);
|
|
}
|
|
}
|
|
|
|
qsort(gfxPrimitivesPolyInts, ints, sizeof(int), _gfxPrimitivesCompareInt);
|
|
|
|
for (i = 0; (i < ints); i += 2) {
|
|
xa = gfxPrimitivesPolyInts[i] + 1;
|
|
xa = (xa >> 16) + ((xa & 32768) >> 15);
|
|
xb = gfxPrimitivesPolyInts[i+1] - 1;
|
|
xb = (xb >> 16) + ((xb & 32768) >> 15);
|
|
result |= _HLineTextured(renderer, xa, xb, y, textureAsTexture, texture->w, texture->h, texture_dx, texture_dy);
|
|
}
|
|
}
|
|
|
|
SDL_RenderPresent(renderer);
|
|
SDL_DestroyTexture(textureAsTexture);
|
|
|
|
return (result);
|
|
}
|
|
|
|
/*!
|
|
\brief Draws a polygon filled with the given texture.
|
|
|
|
This standard version is calling multithreaded versions with NULL cache parameters.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx array of x vector components
|
|
\param vy array of x vector components
|
|
\param n the amount of vectors in the vx and vy array
|
|
\param texture the sdl surface to use to fill the polygon
|
|
\param texture_dx the offset of the texture relative to the screeen. if you move the polygon 10 pixels
|
|
to the left and want the texture to apear the same you need to increase the texture_dx value
|
|
\param texture_dy see texture_dx
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int texturedPolygon(SDL_Renderer *renderer, const Sint16 * vx, const Sint16 * vy, int n, SDL_Surface *texture, int texture_dx, int texture_dy)
|
|
{
|
|
/*
|
|
* Draw
|
|
*/
|
|
return (texturedPolygonMT(renderer, vx, vy, n, texture, texture_dx, texture_dy, NULL, NULL));
|
|
}
|
|
|
|
/* ---- Character */
|
|
|
|
/*!
|
|
\brief Global cache for NxM pixel font textures created at runtime.
|
|
*/
|
|
static SDL_Texture *gfxPrimitivesFont[256];
|
|
|
|
/*!
|
|
\brief Pointer to the current font data. Default is a 8x8 pixel internal font.
|
|
*/
|
|
static const unsigned char *currentFontdata = gfxPrimitivesFontdata;
|
|
|
|
/*!
|
|
\brief Width of the current font. Default is 8.
|
|
*/
|
|
static Uint32 charWidth = 8;
|
|
|
|
/*!
|
|
\brief Height of the current font. Default is 8.
|
|
*/
|
|
static Uint32 charHeight = 8;
|
|
|
|
/*!
|
|
\brief Width for rendering. Autocalculated.
|
|
*/
|
|
static Uint32 charWidthLocal = 8;
|
|
|
|
/*!
|
|
\brief Height for rendering. Autocalculated.
|
|
*/
|
|
static Uint32 charHeightLocal = 8;
|
|
|
|
/*!
|
|
\brief Pitch of the current font in bytes. Default is 1.
|
|
*/
|
|
static Uint32 charPitch = 1;
|
|
|
|
/*!
|
|
\brief Characters 90deg clockwise rotations. Default is 0. Max is 3.
|
|
*/
|
|
static Uint32 charRotation = 0;
|
|
static Uint32 charZoomX = 1;
|
|
static Uint32 charZoomY = 1;
|
|
|
|
/*!
|
|
\brief Character data size in bytes of the current font. Default is 8.
|
|
*/
|
|
static Uint32 charSize = 8;
|
|
|
|
/*!
|
|
\brief Sets or resets the current global font data.
|
|
|
|
The font data array is organized in follows:
|
|
[fontdata] = [character 0][character 1]...[character 255] where
|
|
[character n] = [byte 1 row 1][byte 2 row 1]...[byte {pitch} row 1][byte 1 row 2] ...[byte {pitch} row height] where
|
|
[byte n] = [bit 0]...[bit 7] where
|
|
[bit n] = [0 for transparent pixel|1 for colored pixel]
|
|
|
|
\param fontdata Pointer to array of font data. Set to NULL, to reset global font to the default 8x8 font.
|
|
\param cw Width of character in bytes. Ignored if fontdata==NULL.
|
|
\param ch Height of character in bytes. Ignored if fontdata==NULL.
|
|
*/
|
|
void gfxPrimitivesSetFont(const void *fontdata, Uint32 cw, Uint32 ch)
|
|
{
|
|
int i;
|
|
|
|
if ((fontdata) && (cw) && (ch)) {
|
|
currentFontdata = (unsigned char *)fontdata;
|
|
charWidth = cw;
|
|
charHeight = ch;
|
|
} else {
|
|
currentFontdata = gfxPrimitivesFontdata;
|
|
charWidth = 8;
|
|
charHeight = 8;
|
|
}
|
|
|
|
charPitch = (charWidth+7)/8;
|
|
charSize = charPitch * charHeight;
|
|
|
|
/* Maybe flip width/height for rendering */
|
|
if ((charRotation==1) || (charRotation==3))
|
|
{
|
|
charWidthLocal = charHeight;
|
|
charHeightLocal = charWidth;
|
|
}
|
|
else
|
|
{
|
|
charWidthLocal = charWidth;
|
|
charHeightLocal = charHeight;
|
|
}
|
|
|
|
/* Clear character cache */
|
|
for (i = 0; i < 256; i++) {
|
|
if (gfxPrimitivesFont[i]) {
|
|
SDL_DestroyTexture(gfxPrimitivesFont[i]);
|
|
gfxPrimitivesFont[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
const void *gfxPrimitivesGetFont()
|
|
{
|
|
return currentFontdata;
|
|
}
|
|
|
|
/*!
|
|
\brief Sets current global font character rotation steps.
|
|
|
|
Default is 0 (no rotation). 1 = 90deg clockwise. 2 = 180deg clockwise. 3 = 270deg clockwise.
|
|
Changing the rotation, will reset the character cache.
|
|
|
|
\param rotation Number of 90deg clockwise steps to rotate
|
|
*/
|
|
void gfxPrimitivesSetFontRotation(Uint32 rotation)
|
|
{
|
|
int i;
|
|
|
|
rotation = rotation & 3;
|
|
if (charRotation != rotation)
|
|
{
|
|
/* Store rotation */
|
|
charRotation = rotation;
|
|
|
|
/* Maybe flip width/height for rendering */
|
|
if ((charRotation==1) || (charRotation==3))
|
|
{
|
|
charWidthLocal = charHeight;
|
|
charHeightLocal = charWidth;
|
|
}
|
|
else
|
|
{
|
|
charWidthLocal = charWidth;
|
|
charHeightLocal = charHeight;
|
|
}
|
|
|
|
/* Clear character cache */
|
|
for (i = 0; i < 256; i++) {
|
|
if (gfxPrimitivesFont[i]) {
|
|
SDL_DestroyTexture(gfxPrimitivesFont[i]);
|
|
gfxPrimitivesFont[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void gfxPrimitivesSetFontZoom(Uint32 zoomx, Uint32 zoomy)
|
|
{
|
|
int i;
|
|
|
|
charZoomX = zoomx ;
|
|
charZoomY = zoomy ;
|
|
/* Clear character cache */
|
|
for (i = 0; i < 256; i++) {
|
|
if (gfxPrimitivesFont[i]) {
|
|
SDL_DestroyTexture(gfxPrimitivesFont[i]);
|
|
gfxPrimitivesFont[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*!
|
|
\brief Draw a character of the currently set font.
|
|
|
|
\param renderer The Renderer to draw on.
|
|
\param x X (horizontal) coordinate of the upper left corner of the character.
|
|
\param y Y (vertical) coordinate of the upper left corner of the character.
|
|
\param c The character to draw.
|
|
\param r The red value of the character to draw.
|
|
\param g The green value of the character to draw.
|
|
\param b The blue value of the character to draw.
|
|
\param a The alpha value of the character to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int characterRGBA(SDL_Renderer *renderer, Sint16 x, Sint16 y, char c, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
SDL_Rect srect;
|
|
SDL_Rect drect;
|
|
int result;
|
|
Uint32 ix, iy;
|
|
const unsigned char *charpos;
|
|
Uint8 *curpos;
|
|
Uint8 patt, mask;
|
|
Uint8 *linepos;
|
|
Uint32 pitch;
|
|
SDL_Surface *character;
|
|
SDL_Surface *rotatedCharacter;
|
|
SDL_Surface *zoomedCharacter;
|
|
Uint32 ci;
|
|
|
|
/*
|
|
* Setup source rectangle
|
|
*/
|
|
srect.x = 0;
|
|
srect.y = 0;
|
|
srect.w = charWidthLocal * charZoomX;
|
|
srect.h = charHeightLocal * charZoomY;
|
|
|
|
/*
|
|
* Setup destination rectangle
|
|
*/
|
|
drect.x = x;
|
|
drect.y = y;
|
|
drect.w = charWidthLocal * charZoomX;
|
|
drect.h = charHeightLocal * charZoomY;
|
|
|
|
/* Character index in cache */
|
|
ci = (unsigned char) c;
|
|
|
|
/*
|
|
* Create new charWidth x charHeight bitmap surface if not already present.
|
|
* Might get rotated later.
|
|
*/
|
|
if (gfxPrimitivesFont[ci] == NULL) {
|
|
/*
|
|
* Redraw character into surface
|
|
*/
|
|
character = SDL_CreateRGBSurface(SDL_SWSURFACE,
|
|
charWidth, charHeight, 32,
|
|
0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
|
|
if (character == NULL) {
|
|
return (-1);
|
|
}
|
|
|
|
charpos = currentFontdata + ci * charSize;
|
|
linepos = (Uint8 *)character->pixels;
|
|
pitch = character->pitch;
|
|
|
|
/*
|
|
* Drawing loop
|
|
*/
|
|
patt = 0;
|
|
for (iy = 0; iy < charHeight; iy++) {
|
|
mask = 0x00;
|
|
curpos = linepos;
|
|
for (ix = 0; ix < charWidth; ix++) {
|
|
if (!(mask >>= 1)) {
|
|
patt = *charpos++;
|
|
mask = 0x80;
|
|
}
|
|
if (patt & mask) {
|
|
*(Uint32 *)curpos = 0xffffffff;
|
|
} else {
|
|
*(Uint32 *)curpos = 0;
|
|
}
|
|
curpos += 4;
|
|
}
|
|
linepos += pitch;
|
|
}
|
|
|
|
/* Maybe zoom character */
|
|
if ((charZoomX != 1) || (charZoomY != 1))
|
|
{
|
|
zoomedCharacter = zoomSurface(character, (double)charZoomX,
|
|
(double)charZoomY, SMOOTHING_OFF);
|
|
SDL_FreeSurface(character);
|
|
character = zoomedCharacter;
|
|
}
|
|
|
|
/* Maybe rotate and replace cached image */
|
|
if (charRotation>0)
|
|
{
|
|
rotatedCharacter = rotateSurface90Degrees(character, charRotation);
|
|
SDL_FreeSurface(character);
|
|
character = rotatedCharacter;
|
|
}
|
|
|
|
/* Convert temp surface into texture */
|
|
gfxPrimitivesFont[ci] = SDL_CreateTextureFromSurface(renderer, character);
|
|
SDL_FreeSurface(character);
|
|
|
|
/*
|
|
* Check pointer
|
|
*/
|
|
if (gfxPrimitivesFont[ci] == NULL) {
|
|
return (-1);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Set color
|
|
*/
|
|
result = 0;
|
|
result |= SDL_SetTextureColorMod(gfxPrimitivesFont[ci], r, g, b);
|
|
result |= SDL_SetTextureAlphaMod(gfxPrimitivesFont[ci], a);
|
|
|
|
/*
|
|
* Draw texture onto destination
|
|
*/
|
|
result |= SDL_RenderCopy(renderer, gfxPrimitivesFont[ci], &srect, &drect);
|
|
|
|
return (result);
|
|
}
|
|
|
|
|
|
/*!
|
|
\brief Draw a character of the currently set font.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X (horizontal) coordinate of the upper left corner of the character.
|
|
\param y Y (vertical) coordinate of the upper left corner of the character.
|
|
\param c The character to draw.
|
|
\param color The color value of the character to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int characterColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, char c, Uint32 color)
|
|
{
|
|
Uint8 *co = (Uint8 *)&color;
|
|
return characterRGBA(renderer, x, y, c, co[0], co[1], co[2], co[3]);
|
|
}
|
|
|
|
|
|
/*!
|
|
\brief Draw a string in the currently set font.
|
|
|
|
The spacing between consequtive characters in the string is the fixed number of pixels
|
|
of the character width of the current global font.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X (horizontal) coordinate of the upper left corner of the string.
|
|
\param y Y (vertical) coordinate of the upper left corner of the string.
|
|
\param s The string to draw.
|
|
\param color The color value of the string to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int stringColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, const char *s, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return stringRGBA(renderer, x, y, s, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw a string in the currently set font.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x X (horizontal) coordinate of the upper left corner of the string.
|
|
\param y Y (vertical) coordinate of the upper left corner of the string.
|
|
\param s The string to draw.
|
|
\param r The red value of the string to draw.
|
|
\param g The green value of the string to draw.
|
|
\param b The blue value of the string to draw.
|
|
\param a The alpha value of the string to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int stringRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, const char *s, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int result = 0;
|
|
Sint16 curx = x;
|
|
Sint16 cury = y;
|
|
const char *curchar = s;
|
|
|
|
while (*curchar && !result) {
|
|
result |= characterRGBA(renderer, curx, cury, *curchar, r, g, b, a);
|
|
switch (charRotation)
|
|
{
|
|
case 0:
|
|
curx += charWidthLocal * charZoomX;
|
|
break;
|
|
case 2:
|
|
curx -= charWidthLocal * charZoomX;
|
|
break;
|
|
case 1:
|
|
cury += charHeightLocal * charZoomY;
|
|
break;
|
|
case 3:
|
|
cury -= charHeightLocal * charZoomY;
|
|
break;
|
|
}
|
|
curchar++;
|
|
}
|
|
|
|
return (result);
|
|
}
|
|
|
|
/* ---- Bezier curve */
|
|
|
|
/*!
|
|
\brief Internal function to calculate bezier interpolator of data array with ndata values at position 't'.
|
|
|
|
\param data Array of values.
|
|
\param ndata Size of array.
|
|
\param t Position for which to calculate interpolated value. t should be between [0, ndata].
|
|
|
|
\returns Interpolated value at position t, value[0] when t<0, value[n-1] when t>n.
|
|
*/
|
|
double _evaluateBezier (double *data, int ndata, double t)
|
|
{
|
|
double mu, result;
|
|
int n,k,kn,nn,nkn;
|
|
double blend,muk,munk;
|
|
|
|
/* Sanity check bounds */
|
|
if (t<0.0) {
|
|
return(data[0]);
|
|
}
|
|
if (t>=(double)ndata) {
|
|
return(data[ndata-1]);
|
|
}
|
|
|
|
/* Adjust t to the range 0.0 to 1.0 */
|
|
mu=t/(double)ndata;
|
|
|
|
/* Calculate interpolate */
|
|
n=ndata-1;
|
|
result=0.0;
|
|
muk = 1;
|
|
munk = pow(1-mu,(double)n);
|
|
for (k=0;k<=n;k++) {
|
|
nn = n;
|
|
kn = k;
|
|
nkn = n - k;
|
|
blend = muk * munk;
|
|
muk *= mu;
|
|
munk /= (1-mu);
|
|
while (nn >= 1) {
|
|
blend *= nn;
|
|
nn--;
|
|
if (kn > 1) {
|
|
blend /= (double)kn;
|
|
kn--;
|
|
}
|
|
if (nkn > 1) {
|
|
blend /= (double)nkn;
|
|
nkn--;
|
|
}
|
|
}
|
|
result += data[k] * blend;
|
|
}
|
|
|
|
return (result);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw a bezier curve with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the bezier curve.
|
|
\param vy Vertex array containing Y coordinates of the points of the bezier curve.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
\param s Number of steps for the interpolation. Minimum number is 2.
|
|
\param color The color value of the bezier curve to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int bezierColor(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, int s, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return bezierRGBA(renderer, vx, vy, n, s, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw a bezier curve with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the bezier curve.
|
|
\param vy Vertex array containing Y coordinates of the points of the bezier curve.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
\param s Number of steps for the interpolation. Minimum number is 2.
|
|
\param r The red value of the bezier curve to draw.
|
|
\param g The green value of the bezier curve to draw.
|
|
\param b The blue value of the bezier curve to draw.
|
|
\param a The alpha value of the bezier curve to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int bezierRGBA(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, int s, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int result;
|
|
int i;
|
|
double *x, *y, t, stepsize;
|
|
Sint16 x1, y1, x2, y2;
|
|
|
|
/*
|
|
* Sanity check
|
|
*/
|
|
if (n < 3) {
|
|
return (-1);
|
|
}
|
|
if (s < 2) {
|
|
return (-1);
|
|
}
|
|
|
|
/*
|
|
* Variable setup
|
|
*/
|
|
stepsize=(double)1.0/(double)s;
|
|
|
|
/* Transfer vertices into float arrays */
|
|
if ((x=(double *)malloc(sizeof(double)*(n+1)))==NULL) {
|
|
return(-1);
|
|
}
|
|
if ((y=(double *)malloc(sizeof(double)*(n+1)))==NULL) {
|
|
free(x);
|
|
return(-1);
|
|
}
|
|
for (i=0; i<n; i++) {
|
|
x[i]=(double)vx[i];
|
|
y[i]=(double)vy[i];
|
|
}
|
|
x[n]=(double)vx[0];
|
|
y[n]=(double)vy[0];
|
|
|
|
/*
|
|
* Set color
|
|
*/
|
|
result = 0;
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
|
|
/*
|
|
* Draw
|
|
*/
|
|
t=0.0;
|
|
x1=(Sint16)lrint(_evaluateBezier(x,n+1,t));
|
|
y1=(Sint16)lrint(_evaluateBezier(y,n+1,t));
|
|
for (i = 0; i <= (n*s); i++) {
|
|
t += stepsize;
|
|
x2=(Sint16)_evaluateBezier(x,n,t);
|
|
y2=(Sint16)_evaluateBezier(y,n,t);
|
|
result |= line(renderer, x1, y1, x2, y2);
|
|
x1 = x2;
|
|
y1 = y2;
|
|
}
|
|
|
|
/* Clean up temporary array */
|
|
free(x);
|
|
free(y);
|
|
|
|
return (result);
|
|
}
|
|
|
|
|
|
/* ---- Thick Line */
|
|
|
|
/*!
|
|
\brief Internal function to initialize the Bresenham line iterator.
|
|
|
|
Example of use:
|
|
SDL2_gfxBresenhamIterator b;
|
|
_bresenhamInitialize (&b, x1, y1, x2, y2);
|
|
do {
|
|
plot(b.x, b.y);
|
|
} while (_bresenhamIterate(&b)==0);
|
|
|
|
\param b Pointer to struct for bresenham line drawing state.
|
|
\param x1 X coordinate of the first point of the line.
|
|
\param y1 Y coordinate of the first point of the line.
|
|
\param x2 X coordinate of the second point of the line.
|
|
\param y2 Y coordinate of the second point of the line.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int _bresenhamInitialize(SDL2_gfxBresenhamIterator *b, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2)
|
|
{
|
|
int temp;
|
|
|
|
if (b==NULL) {
|
|
return(-1);
|
|
}
|
|
|
|
b->x = x1;
|
|
b->y = y1;
|
|
|
|
/* dx = abs(x2-x1), s1 = sign(x2-x1) */
|
|
if ((b->dx = x2 - x1) != 0) {
|
|
if (b->dx < 0) {
|
|
b->dx = -b->dx;
|
|
b->s1 = -1;
|
|
} else {
|
|
b->s1 = 1;
|
|
}
|
|
} else {
|
|
b->s1 = 0;
|
|
}
|
|
|
|
/* dy = abs(y2-y1), s2 = sign(y2-y1) */
|
|
if ((b->dy = y2 - y1) != 0) {
|
|
if (b->dy < 0) {
|
|
b->dy = -b->dy;
|
|
b->s2 = -1;
|
|
} else {
|
|
b->s2 = 1;
|
|
}
|
|
} else {
|
|
b->s2 = 0;
|
|
}
|
|
|
|
if (b->dy > b->dx) {
|
|
temp = b->dx;
|
|
b->dx = b->dy;
|
|
b->dy = temp;
|
|
b->swapdir = 1;
|
|
} else {
|
|
b->swapdir = 0;
|
|
}
|
|
|
|
b->count = (b->dx<0) ? 0 : (unsigned int)b->dx;
|
|
b->dy <<= 1;
|
|
b->error = b->dy - b->dx;
|
|
b->dx <<= 1;
|
|
|
|
return(0);
|
|
}
|
|
|
|
|
|
/*!
|
|
\brief Internal function to move Bresenham line iterator to the next position.
|
|
|
|
Maybe updates the x and y coordinates of the iterator struct.
|
|
|
|
\param b Pointer to struct for bresenham line drawing state.
|
|
|
|
\returns Returns 0 on success, 1 if last point was reached, 2 if moving past end-of-line, -1 on failure.
|
|
*/
|
|
int _bresenhamIterate(SDL2_gfxBresenhamIterator *b)
|
|
{
|
|
if (b==NULL) {
|
|
return (-1);
|
|
}
|
|
|
|
/* last point check */
|
|
if (b->count==0) {
|
|
return (2);
|
|
}
|
|
|
|
while (b->error >= 0) {
|
|
if (b->swapdir) {
|
|
b->x += b->s1;
|
|
} else {
|
|
b->y += b->s2;
|
|
}
|
|
|
|
b->error -= b->dx;
|
|
}
|
|
|
|
if (b->swapdir) {
|
|
b->y += b->s2;
|
|
} else {
|
|
b->x += b->s1;
|
|
}
|
|
|
|
b->error += b->dy;
|
|
b->count--;
|
|
|
|
/* count==0 indicates "end-of-line" */
|
|
return ((b->count) ? 0 : 1);
|
|
}
|
|
|
|
/* Code for Murphy thick line algorithm from http://kt8216.unixcab.org/murphy/ */
|
|
|
|
/***********************************************************************
|
|
* *
|
|
* X BASED LINES *
|
|
* *
|
|
***********************************************************************/
|
|
|
|
static void x_perpendicular(SDL_Renderer *B,
|
|
int x0,int y0,int dx,int dy,int xstep, int ystep,
|
|
int einit,int w_left, int w_right,int winit)
|
|
{
|
|
int x,y,threshold,E_diag,E_square;
|
|
int tk;
|
|
int error;
|
|
int p,q;
|
|
|
|
threshold = dx - 2*dy;
|
|
E_diag= -2*dx;
|
|
E_square= 2*dy;
|
|
p=q=0;
|
|
|
|
y= y0;
|
|
x= x0;
|
|
error= einit;
|
|
tk= dx+dy-winit;
|
|
|
|
while(tk<=w_left)
|
|
{
|
|
SDL_RenderDrawPoint(B,x,y);
|
|
if (error>=threshold)
|
|
{
|
|
x= x + xstep;
|
|
error = error + E_diag;
|
|
tk= tk + 2*dy;
|
|
}
|
|
error = error + E_square;
|
|
y= y + ystep;
|
|
tk= tk + 2*dx;
|
|
q++;
|
|
}
|
|
|
|
y= y0;
|
|
x= x0;
|
|
error= -einit;
|
|
tk= dx+dy+winit;
|
|
|
|
while(tk<=w_right)
|
|
{
|
|
if (p)
|
|
SDL_RenderDrawPoint(B,x,y);
|
|
if (error>threshold)
|
|
{
|
|
x= x - xstep;
|
|
error = error + E_diag;
|
|
tk= tk + 2*dy;
|
|
}
|
|
error = error + E_square;
|
|
y= y - ystep;
|
|
tk= tk + 2*dx;
|
|
p++;
|
|
}
|
|
|
|
if (q==0 && p<2) SDL_RenderDrawPoint(B,x0,y0); // we need this for very thin lines
|
|
}
|
|
|
|
static void x_varthick_line
|
|
(SDL_Renderer *B, int style,
|
|
int x0,int y0,int dx,int dy,int xstep, int ystep,
|
|
double thickness, int pxstep,int pystep)
|
|
{
|
|
int p_error, error, x,y, threshold, E_diag, E_square, length, p;
|
|
int w_left, w_right;
|
|
double D;
|
|
|
|
p_error= 0;
|
|
error= 0;
|
|
y= y0;
|
|
x= x0;
|
|
threshold = dx - 2*dy;
|
|
E_diag= -2*dx;
|
|
E_square= 2*dy;
|
|
length = dx+1;
|
|
D= sqrt(dx*dx+dy*dy);
|
|
w_left= thickness*D + 0.5;
|
|
w_right= 2.0*thickness*D + 0.5;
|
|
w_right -= w_left;
|
|
|
|
for(p=0;p<length;p++)
|
|
{
|
|
style = (style << 1) | (style < 0);
|
|
|
|
if (style < 0)
|
|
x_perpendicular(B,x,y, dx, dy, pxstep, pystep,
|
|
p_error,w_left,w_right,error);
|
|
if (error>=threshold)
|
|
{
|
|
y= y + ystep;
|
|
error = error + E_diag;
|
|
if (p_error>=threshold)
|
|
{
|
|
if (style < 0)
|
|
x_perpendicular(B,x,y, dx, dy, pxstep, pystep,
|
|
(p_error+E_diag+E_square),
|
|
w_left,w_right,error);
|
|
p_error= p_error + E_diag;
|
|
}
|
|
p_error= p_error + E_square;
|
|
}
|
|
error = error + E_square;
|
|
x= x + xstep;
|
|
}
|
|
}
|
|
|
|
/***********************************************************************
|
|
* *
|
|
* Y BASED LINES *
|
|
* *
|
|
***********************************************************************/
|
|
|
|
static void y_perpendicular(SDL_Renderer *B,
|
|
int x0,int y0,int dx,int dy,int xstep, int ystep,
|
|
int einit,int w_left, int w_right,int winit)
|
|
{
|
|
int x,y,threshold,E_diag,E_square;
|
|
int tk;
|
|
int error;
|
|
int p,q;
|
|
|
|
p=q= 0;
|
|
threshold = dy - 2*dx;
|
|
E_diag= -2*dy;
|
|
E_square= 2*dx;
|
|
|
|
y= y0;
|
|
x= x0;
|
|
error= -einit;
|
|
tk= dx+dy+winit;
|
|
|
|
while(tk<=w_left)
|
|
{
|
|
SDL_RenderDrawPoint(B,x,y);
|
|
if (error>threshold)
|
|
{
|
|
y= y + ystep;
|
|
error = error + E_diag;
|
|
tk= tk + 2*dx;
|
|
}
|
|
error = error + E_square;
|
|
x= x + xstep;
|
|
tk= tk + 2*dy;
|
|
q++;
|
|
}
|
|
|
|
y= y0;
|
|
x= x0;
|
|
error= einit;
|
|
tk= dx+dy-winit;
|
|
|
|
while(tk<=w_right)
|
|
{
|
|
if (p)
|
|
SDL_RenderDrawPoint(B,x,y);
|
|
if (error>=threshold)
|
|
{
|
|
y= y - ystep;
|
|
error = error + E_diag;
|
|
tk= tk + 2*dx;
|
|
}
|
|
error = error + E_square;
|
|
x= x - xstep;
|
|
tk= tk + 2*dy;
|
|
p++;
|
|
}
|
|
|
|
if (q==0 && p<2) SDL_RenderDrawPoint(B,x0,y0); // we need this for very thin lines
|
|
}
|
|
|
|
static void y_varthick_line
|
|
(SDL_Renderer *B, int style,
|
|
int x0,int y0,int dx,int dy,int xstep, int ystep,
|
|
double thickness, int pxstep,int pystep)
|
|
{
|
|
int p_error, error, x,y, threshold, E_diag, E_square, length, p;
|
|
int w_left, w_right;
|
|
double D;
|
|
|
|
p_error= 0;
|
|
error= 0;
|
|
y= y0;
|
|
x= x0;
|
|
threshold = dy - 2*dx;
|
|
E_diag= -2*dy;
|
|
E_square= 2*dx;
|
|
length = dy+1;
|
|
D= sqrt(dx*dx+dy*dy);
|
|
w_left= thickness*D + 0.5;
|
|
w_right= 2.0*thickness*D + 0.5;
|
|
w_right -= w_left;
|
|
|
|
for(p=0;p<length;p++)
|
|
{
|
|
style = (style << 1) | (style < 0);
|
|
|
|
if (style < 0)
|
|
y_perpendicular(B,x,y, dx, dy, pxstep, pystep,
|
|
p_error,w_left,w_right,error);
|
|
if (error>=threshold)
|
|
{
|
|
x= x + xstep;
|
|
error = error + E_diag;
|
|
if (p_error>=threshold)
|
|
{
|
|
if (style < 0)
|
|
y_perpendicular(B,x,y, dx, dy, pxstep, pystep,
|
|
p_error+E_diag+E_square,
|
|
w_left,w_right,error);
|
|
p_error= p_error + E_diag;
|
|
}
|
|
p_error= p_error + E_square;
|
|
}
|
|
error = error + E_square;
|
|
y= y + ystep;
|
|
}
|
|
}
|
|
|
|
/***********************************************************************
|
|
* *
|
|
* ENTRY *
|
|
* *
|
|
***********************************************************************/
|
|
|
|
void draw_varthick_line(SDL_Renderer *B, int style,
|
|
int x0,int y0,int x1, int y1, double thickness)
|
|
{
|
|
int dx,dy,xstep,ystep;
|
|
int pxstep = 0, pystep = 0;
|
|
|
|
dx= x1-x0;
|
|
dy= y1-y0;
|
|
xstep= ystep= 1;
|
|
|
|
if (dx<0) { dx= -dx; xstep= -1; }
|
|
if (dy<0) { dy= -dy; ystep= -1; }
|
|
|
|
if (dx==0) xstep= 0;
|
|
if (dy==0) ystep= 0;
|
|
|
|
switch(xstep + ystep*4)
|
|
{
|
|
case -1 + -1*4 : pystep= -1; pxstep= 1; break; // -5
|
|
case -1 + 0*4 : pystep= -1; pxstep= 0; break; // -1
|
|
case -1 + 1*4 : pystep= 1; pxstep= 1; break; // 3
|
|
case 0 + -1*4 : pystep= 0; pxstep= -1; break; // -4
|
|
case 0 + 0*4 : pystep= 0; pxstep= 0; break; // 0
|
|
case 0 + 1*4 : pystep= 0; pxstep= 1; break; // 4
|
|
case 1 + -1*4 : pystep= -1; pxstep= -1; break; // -3
|
|
case 1 + 0*4 : pystep= -1; pxstep= 0; break; // 1
|
|
case 1 + 1*4 : pystep= 1; pxstep= -1; break; // 5
|
|
}
|
|
|
|
if (dx>dy) x_varthick_line(B,style,x0,y0,dx,dy,xstep,ystep,
|
|
thickness+1.0,
|
|
pxstep,pystep);
|
|
else y_varthick_line(B,style,x0,y0,dx,dy,xstep,ystep,
|
|
thickness+1.0,
|
|
pxstep,pystep);
|
|
return;
|
|
}
|
|
|
|
static int LineStyle = -1;
|
|
|
|
/*!
|
|
\brief Draw a thick line with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the line.
|
|
\param y1 Y coordinate of the first point of the line.
|
|
\param x2 X coordinate of the second point of the line.
|
|
\param y2 Y coordinate of the second point of the line.
|
|
\param width Width of the line in pixels. Must be >0.
|
|
\param color The color value of the line to draw (0xAABBGGRR).
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int thickLineColor(SDL_Renderer *renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 width, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
LineStyle = -1;
|
|
return thickLineRGBA(renderer, x1, y1, x2, y2, width, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
int thickLineColorStyle(SDL_Renderer *renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2,
|
|
Uint8 width, Uint32 color, int style)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
LineStyle = style;
|
|
return thickLineRGBA(renderer, x1, y1, x2, y2, width, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw a thick line with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param x1 X coordinate of the first point of the line.
|
|
\param y1 Y coordinate of the first point of the line.
|
|
\param x2 X coordinate of the second point of the line.
|
|
\param y2 Y coordinate of the second point of the line.
|
|
\param width Width of the line in pixels. Must be >0.
|
|
\param r The red value of the character to draw.
|
|
\param g The green value of the character to draw.
|
|
\param b The blue value of the character to draw.
|
|
\param a The alpha value of the character to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int thickLineRGBA(SDL_Renderer *renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 width, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int result;
|
|
int wh;
|
|
|
|
if (renderer == NULL) {
|
|
return -1;
|
|
}
|
|
if (width < 1) {
|
|
return -1;
|
|
}
|
|
|
|
/* Special case: thick "point" */
|
|
if ((x1 == x2) && (y1 == y2)) {
|
|
wh = width / 2;
|
|
return boxRGBA(renderer, x1 - wh, y1 - wh, x2 + width, y2 + width, r, g, b, a);
|
|
}
|
|
|
|
/*
|
|
* Set color
|
|
*/
|
|
result = 0;
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
|
|
/*
|
|
* Draw
|
|
*/
|
|
draw_varthick_line(renderer, LineStyle, x1, y1, x2, y2, (double) width);
|
|
return(result);
|
|
}
|
|
|
|
int RedefineChar(SDL_Renderer *renderer, char c, unsigned char *charpos, Uint32 width, Uint32 height)
|
|
{
|
|
Uint32 ix, iy;
|
|
Uint8 *curpos;
|
|
Uint8 patt, mask;
|
|
Uint8 *linepos;
|
|
Uint32 pitch;
|
|
SDL_Surface *character;
|
|
SDL_Surface *zoomedCharacter;
|
|
Uint32 ci;
|
|
|
|
/* Character index in cache */
|
|
ci = (unsigned char) c;
|
|
|
|
if (gfxPrimitivesFont[ci] != NULL)
|
|
SDL_DestroyTexture (gfxPrimitivesFont[ci]) ;
|
|
|
|
// Redraw character into surface
|
|
character = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
|
|
0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
|
|
if (character == NULL)
|
|
return (-1);
|
|
|
|
linepos = (Uint8 *)character->pixels;
|
|
pitch = character->pitch;
|
|
|
|
// Drawing loop
|
|
patt = 0;
|
|
for (iy = 0; iy < height; iy++)
|
|
{
|
|
mask = 0x00;
|
|
curpos = linepos;
|
|
for (ix = 0; ix < width; ix++)
|
|
{
|
|
if (!(mask >>= 1))
|
|
{
|
|
patt = *charpos++;
|
|
mask = 0x80;
|
|
}
|
|
if (patt & mask)
|
|
{
|
|
*(Uint32 *)curpos = 0xffffffff;
|
|
}
|
|
else
|
|
{
|
|
*(Uint32 *)curpos = 0;
|
|
}
|
|
curpos += 4;
|
|
}
|
|
linepos += pitch;
|
|
}
|
|
|
|
/* Maybe zoom character */
|
|
if ((charZoomX != 1) || (charZoomY != 1))
|
|
{
|
|
zoomedCharacter = zoomSurface(character, (double)charZoomX,
|
|
(double)charZoomY, SMOOTHING_OFF);
|
|
SDL_FreeSurface(character);
|
|
character = zoomedCharacter;
|
|
}
|
|
|
|
/* Convert temp surface into texture */
|
|
gfxPrimitivesFont[ci] = SDL_CreateTextureFromSurface(renderer, character);
|
|
SDL_FreeSurface(character);
|
|
|
|
/*
|
|
* Check pointer
|
|
*/
|
|
if (gfxPrimitivesFont[ci] == NULL) {
|
|
return (-1);
|
|
}
|
|
return 0 ;
|
|
}
|
|
|
|
// Extensions for thick outline ellipses and arcs by Richard Russell 19-Feb-2019
|
|
|
|
// SDL_RenderDrawLine() is documented as including both end points, but this isn't
|
|
// reliable in Linux so use SDL_RenderDrawPoints() instead, despite being slower.
|
|
static int renderdrawline(SDL_Renderer *renderer, int x1, int y1, int x2, int y2)
|
|
{
|
|
int result ;
|
|
if ((x1 == x2) && (y1 == y2))
|
|
result = SDL_RenderDrawPoint (renderer, x1, y1) ;
|
|
else if ((y1 == y2) && (x1 != x2))
|
|
{
|
|
int x ;
|
|
if (x1 > x2) { x = x1 ; x1 = x2 ; x2 = x ; }
|
|
SDL_Point *points = (SDL_Point*) malloc ((x2 - x1 + 1) * sizeof(SDL_Point)) ;
|
|
if (points == NULL) return -1 ;
|
|
for (x = x1; x <= x2; x++)
|
|
{
|
|
points[x - x1].x = x ;
|
|
points[x - x1].y = y1 ;
|
|
}
|
|
result = SDL_RenderDrawPoints (renderer, points, x2 - x1 + 1) ;
|
|
free (points) ;
|
|
}
|
|
else if ((x1 == x2) && (y1 != y2))
|
|
{
|
|
int y ;
|
|
if (y1 > y2) { y = y1 ; y1 = y2 ; y2 = y ; }
|
|
SDL_Point *points = (SDL_Point*) malloc ((y2 - y1 + 1) * sizeof(SDL_Point)) ;
|
|
if (points == NULL) return -1 ;
|
|
for (y = y1; y <= y2; y++)
|
|
{
|
|
points[y - y1].x = x1 ;
|
|
points[y - y1].y = y ;
|
|
}
|
|
result = SDL_RenderDrawPoints (renderer, points, y2 - y1 + 1) ;
|
|
free (points) ;
|
|
}
|
|
else
|
|
result = SDL_RenderDrawLine (renderer, x1, y1, x2, y2) ;
|
|
return result ;
|
|
}
|
|
|
|
static int hlinecliparc(SDL_Renderer *renderer, int x1, int x2, int y, int xc, int yc, double s, double f)
|
|
{
|
|
int result = 0 ;
|
|
double a1, a2 ;
|
|
a1 = atan2(y, x1) ;
|
|
a2 = atan2(y, x2) ;
|
|
if (a1 > a2)
|
|
{
|
|
double a = a1 ; a1 = a2 ; a2 = a ;
|
|
int x = x1 ; x1 = x2 ; x2 = x ;
|
|
}
|
|
if (f < s)
|
|
{
|
|
if ((a1 > f) && (a2 < s)) return result ;
|
|
if ((a1 < s) && (a1 > f)) x1 = y / tan(s) ;
|
|
if ((a2 > f) && (a2 < s)) x2 = y / tan(f) ;
|
|
if ((a1 < f) && (a2 > s))
|
|
{
|
|
result |= renderdrawline(renderer, x1+xc, y+yc, y/tan(f)+xc, y+yc) ;
|
|
result |= renderdrawline(renderer, y/tan(s)+xc, y+yc, x2+xc, y+yc) ;
|
|
return result ;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((a1 > f) || (a2 < s)) return result ;
|
|
if (a1 < s) x1 = y / tan(s) ;
|
|
if (a2 > f) x2 = y / tan(f) ;
|
|
}
|
|
result |= renderdrawline(renderer, x1+xc, y+yc, x2+xc, y+yc) ;
|
|
return result ;
|
|
}
|
|
|
|
/*!
|
|
\brief Draw thick ellipse with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param xc X coordinate of the center of the ellipse.
|
|
\param yc Y coordinate of the center of the ellipse.
|
|
\param xr Horizontal radius in pixels of the ellipse.
|
|
\param yr Vertical radius in pixels of the ellipse.
|
|
\param r The red value of the ellipse to draw.
|
|
\param g The green value of the ellipse to draw.
|
|
\param b The blue value of the ellipse to draw.
|
|
\param a The alpha value of the ellipse to draw.
|
|
\param thick The line thickness in pixels
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int thickEllipseRGBA(SDL_Renderer * renderer, Sint16 xc, Sint16 yc, Sint16 xr, Sint16 yr, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Uint8 thick)
|
|
{
|
|
int result = 0 ;
|
|
int xi, yi, xo, yo, x, y, z ;
|
|
double xi2, yi2, xo2, yo2 ;
|
|
|
|
if (thick <= 1)
|
|
return ellipseRGBA(renderer, xc, yc, xr, yr, r, g, b, a) ;
|
|
|
|
xi = xr - thick / 2 ;
|
|
xo = xi + thick - 1 ;
|
|
yi = yr - thick / 2 ;
|
|
yo = yi + thick - 1 ;
|
|
|
|
if ((xi <= 0) || (yi <= 0))
|
|
return -1 ;
|
|
|
|
xi2 = xi * xi ;
|
|
yi2 = yi * yi ;
|
|
xo2 = xo * xo ;
|
|
yo2 = yo * yo ;
|
|
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
|
|
if (xr < yr)
|
|
{
|
|
for (x = -xo; x <= -xi; x++)
|
|
{
|
|
y = sqrt(yo2 * (1.0 - x*x/xo2)) + 0.5 ;
|
|
result |= renderdrawline(renderer, xc+x, yc-y, xc+x, yc+y) ;
|
|
}
|
|
for (x = -xi + 1; x <= xi - 1; x++)
|
|
{
|
|
y = sqrt(yo2 * (1.0 - x*x/xo2)) + 0.5 ;
|
|
z = sqrt(yi2 * (1.0 - x*x/xi2)) + 0.5 ;
|
|
result |= renderdrawline(renderer, xc+x, yc+z, xc+x, yc+y) ;
|
|
result |= renderdrawline(renderer, xc+x, yc-z, xc+x, yc-y) ;
|
|
}
|
|
for (x = xo; x >= xi; x--)
|
|
{
|
|
y = sqrt(yo2 * (1.0 - x*x/xo2)) + 0.5 ;
|
|
result |= renderdrawline(renderer, xc+x, yc-y, xc+x, yc+y) ;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (y = -yo; y <= -yi; y++)
|
|
{
|
|
x = sqrt(xo2 * (1.0 - y*y/yo2)) + 0.5 ;
|
|
result |= renderdrawline(renderer, xc-x, yc+y, xc+x, yc+y) ;
|
|
}
|
|
for (y = -yi + 1; y <= yi - 1; y++)
|
|
{
|
|
x = sqrt(xo2 * (1.0 - y*y/yo2)) + 0.5 ;
|
|
z = sqrt(xi2 * (1.0 - y*y/yi2)) + 0.5 ;
|
|
result |= renderdrawline(renderer, xc+z, yc+y, xc+x, yc+y) ;
|
|
result |= renderdrawline(renderer, xc-z, yc+y, xc-x, yc+y) ;
|
|
}
|
|
for (y = yo; y >= yi; y--)
|
|
{
|
|
x = sqrt(xo2 * (1.0 - y*y/yo2)) + 0.5 ;
|
|
result |= renderdrawline(renderer, xc-x, yc+y, xc+x, yc+y) ;
|
|
}
|
|
}
|
|
return result ;
|
|
}
|
|
|
|
/*!
|
|
\brief thick Arc with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param xc X coordinate of the center of the arc.
|
|
\param yc Y coordinate of the center of the arc.
|
|
\param rad Radius in pixels of the arc.
|
|
\param start Starting radius in degrees of the arc. 0 degrees is right, increasing clockwise.
|
|
\param end Ending radius in degrees of the arc. 0 degrees is right, increasing clockwise.
|
|
\param r The red value of the arc to draw.
|
|
\param g The green value of the arc to draw.
|
|
\param b The blue value of the arc to draw.
|
|
\param a The alpha value of the arc to draw.
|
|
\param thick The line thickness in pixels.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int thickArcRGBA(SDL_Renderer * renderer, Sint16 xc, Sint16 yc, Sint16 rad, Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Uint8 thick)
|
|
{
|
|
int result = 0 ;
|
|
int ri, ro, x, y, z ;
|
|
double ri2, ro2, s, f ;
|
|
|
|
if (thick <= 1)
|
|
return arcRGBA(renderer, xc, yc, rad, start, end, r, g, b, a) ;
|
|
|
|
while (start < -180) start += 360 ;
|
|
while (start >= 180) start -= 360 ;
|
|
while (end < -180) end += 360 ;
|
|
while (end >= 180) end -= 360 ;
|
|
s = M_PI * (double)start / 180.0 ;
|
|
f = M_PI * (double)end / 180.0 ;
|
|
if (start == end) return 0 ;
|
|
|
|
ri = rad - thick / 2 ;
|
|
ro = ri + thick - 1 ;
|
|
if (ri <= 0) return -1 ;
|
|
|
|
ri2 = ri * ri ;
|
|
ro2 = ro * ro ;
|
|
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);
|
|
result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
|
|
|
for (y = -ro; y <= -ri; y++)
|
|
{
|
|
x = sqrt(ro2 * (1.0 - y*y/ro2)) + 0.5 ;
|
|
result |= hlinecliparc(renderer, -x, x, y, xc, yc, s, f) ;
|
|
}
|
|
for (y = -ri + 1; y <= ri - 1; y++)
|
|
{
|
|
x = sqrt(ro2 * (1.0 - y*y/ro2)) + 0.5 ;
|
|
z = sqrt(ri2 * (1.0 - y*y/ri2)) + 0.5 ;
|
|
result |= hlinecliparc(renderer, z, x, y, xc, yc, s, f) ;
|
|
result |= hlinecliparc(renderer, -z, -x, y, xc, yc, s, f) ;
|
|
}
|
|
for (y = ro; y >= ri; y--)
|
|
{
|
|
x = sqrt(ro2 * (1.0 - y*y/ro2)) + 0.5 ;
|
|
result |= hlinecliparc(renderer, -x, x, y, xc, yc, s, f) ;
|
|
}
|
|
return result ;
|
|
}
|
|
|
|
// returns Returns 0 on success, -1 on failure.
|
|
int thickCircleRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Uint8 thick)
|
|
{
|
|
return thickEllipseRGBA(renderer, x, y, rad, rad, r, g, b, a, thick);
|
|
}
|
|
|
|
// returns Returns 0 on success, -1 on failure.
|
|
int thickEllipseColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint32 color, Uint8 thick)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return thickEllipseRGBA(renderer, x, y, rx, ry, c[0], c[1], c[2], c[3], thick);
|
|
}
|
|
|
|
// returns Returns 0 on success, -1 on failure.
|
|
int thickArcColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint32 color, Uint8 thick)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return thickArcRGBA(renderer, x, y, rad, start, end, c[0], c[1], c[2], c[3], thick);
|
|
}
|
|
|
|
// returns Returns 0 on success, -1 on failure.
|
|
int thickCircleColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint32 color, Uint8 thick)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return thickEllipseRGBA(renderer, x, y, rad, rad, c[0], c[1], c[2], c[3], thick);
|
|
}
|
|
|
|
// Extensions for anti-aliased filled ellipses and polygons by Richard Russell 20-Aug-2019
|
|
|
|
/*!
|
|
\brief Draw anti-aliased filled ellipse with blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param cx X coordinate of the center of the filled ellipse.
|
|
\param cy Y coordinate of the center of the filled ellipse.
|
|
\param rx Horizontal radius in pixels of the filled ellipse.
|
|
\param ry Vertical radius in pixels of the filled ellipse.
|
|
\param r The red value of the filled ellipse to draw.
|
|
\param g The green value of the filled ellipse to draw.
|
|
\param b The blue value of the filled ellipse to draw.
|
|
\param a The alpha value of the filled ellipse to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aaFilledEllipseRGBA(SDL_Renderer * renderer, float cx, float cy, float rx, float ry, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int n, xi, yi, result = 0 ;
|
|
double s, v, x, y, dx, dy ;
|
|
|
|
if ((rx <= 0.0) || (ry <= 0.0))
|
|
return -1 ;
|
|
|
|
result |= SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND) ;
|
|
if (rx >= ry)
|
|
{
|
|
n = ry + 1 ;
|
|
for (yi = cy - n - 1; yi <= cy + n + 1; yi++)
|
|
{
|
|
if (yi < (cy - 0.5))
|
|
y = yi ;
|
|
else
|
|
y = yi + 1 ;
|
|
s = (y - cy) / ry ;
|
|
s = s * s ;
|
|
x = 0.5 ;
|
|
if (s < 1.0)
|
|
{
|
|
x = rx * sqrt(1.0 - s) ;
|
|
if (x >= 0.5)
|
|
{
|
|
result |= SDL_SetRenderDrawColor (renderer, r, g, b, a ) ;
|
|
result |= renderdrawline (renderer, cx - x + 1, yi, cx + x - 1, yi) ;
|
|
}
|
|
}
|
|
s = 8 * ry * ry ;
|
|
dy = fabs(y - cy) - 1.0 ;
|
|
xi = cx - x ; // left
|
|
while (1)
|
|
{
|
|
dx = (cx - xi - 1) * ry / rx ;
|
|
v = s - 4 * (dx - dy) * (dx - dy) ;
|
|
if (v < 0) break ;
|
|
v = (sqrt(v) - 2 * (dx + dy)) / 4 ;
|
|
if (v < 0) break ;
|
|
if (v > 1.0) v = 1.0 ;
|
|
result |= SDL_SetRenderDrawColor (renderer, r, g, b, (double)a * v) ;
|
|
result |= SDL_RenderDrawPoint (renderer, xi, yi) ;
|
|
xi -= 1 ;
|
|
}
|
|
xi = cx + x ; // right
|
|
while (1)
|
|
{
|
|
dx = (xi - cx) * ry / rx ;
|
|
v = s - 4 * (dx - dy) * (dx - dy) ;
|
|
if (v < 0) break ;
|
|
v = (sqrt(v) - 2 * (dx + dy)) / 4 ;
|
|
if (v < 0) break ;
|
|
if (v > 1.0) v = 1.0 ;
|
|
result |= SDL_SetRenderDrawColor (renderer, r, g, b, (double)a * v) ;
|
|
result |= SDL_RenderDrawPoint (renderer, xi, yi) ;
|
|
xi += 1 ;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
n = rx + 1 ;
|
|
for (xi = cx - n - 1; xi <= cx + n + 1; xi++)
|
|
{
|
|
if (xi < (cx - 0.5))
|
|
x = xi ;
|
|
else
|
|
x = xi + 1 ;
|
|
s = (x - cx) / rx ;
|
|
s = s * s ;
|
|
y = 0.5 ;
|
|
if (s < 1.0)
|
|
{
|
|
y = ry * sqrt(1.0 - s) ;
|
|
if (y >= 0.5)
|
|
{
|
|
result |= SDL_SetRenderDrawColor (renderer, r, g, b, a ) ;
|
|
result |= renderdrawline (renderer, xi, cy - y + 1, xi, cy + y - 1) ;
|
|
}
|
|
}
|
|
s = 8 * rx * rx ;
|
|
dx = fabs(x - cx) - 1.0 ;
|
|
yi = cy - y ; // top
|
|
while (1)
|
|
{
|
|
dy = (cy - yi - 1) * rx / ry ;
|
|
v = s - 4 * (dy - dx) * (dy - dx) ;
|
|
if (v < 0) break ;
|
|
v = (sqrt(v) - 2 * (dy + dx)) / 4 ;
|
|
if (v < 0) break ;
|
|
if (v > 1.0) v = 1.0 ;
|
|
result |= SDL_SetRenderDrawColor (renderer, r, g, b, (double)a * v) ;
|
|
result |= SDL_RenderDrawPoint (renderer, xi, yi) ;
|
|
yi -= 1 ;
|
|
}
|
|
yi = cy + y ; // bottom
|
|
while (1)
|
|
{
|
|
dy = (yi - cy) * rx / ry ;
|
|
v = s - 4 * (dy - dx) * (dy - dx) ;
|
|
if (v < 0) break ;
|
|
v = (sqrt(v) - 2 * (dy + dx)) / 4 ;
|
|
if (v < 0) break ;
|
|
if (v > 1.0) v = 1.0 ;
|
|
result |= SDL_SetRenderDrawColor (renderer, r, g, b, (double)a * v) ;
|
|
result |= SDL_RenderDrawPoint (renderer, xi, yi) ;
|
|
yi += 1 ;
|
|
}
|
|
}
|
|
}
|
|
return result ;
|
|
}
|
|
|
|
// returns Returns 0 on success, -1 on failure.
|
|
int aaFilledEllipseColor(SDL_Renderer * renderer, float cx, float cy, float rx, float ry, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return aaFilledEllipseRGBA(renderer, cx, cy, rx, ry, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
static int _gfxPrimitivesCompareFloat2(const void *a, const void *b)
|
|
{
|
|
float diff = *(float *)(a + sizeof(float)) - *(float *)(b + sizeof(float)) ;
|
|
if (diff != 0.0) return (diff > 0) - (diff < 0) ;
|
|
diff = *(float *)a - *(float *)b ;
|
|
return (diff > 0) - (diff < 0) ;
|
|
}
|
|
|
|
// This constant determines the maximum size and/or complexity of polygon that can be
|
|
// drawn. Set to 16K the maximum aaArc height is approximately 1100 lines.
|
|
#define POLYSIZE 16384
|
|
|
|
/*!
|
|
\brief Draw anti-aliased filled polygon with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the filled polygon.
|
|
\param vy Vertex array containing Y coordinates of the points of the filled polygon.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
\param r The red value of the filled polygon to draw.
|
|
\param g The green value of the filled polygon to draw.
|
|
\param b The blue value of the filed polygon to draw.
|
|
\param a The alpha value of the filled polygon to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure, or -2 if the polygon is too large and/or complex.
|
|
*/
|
|
int aaFilledPolygonRGBA(SDL_Renderer * renderer, const double * vx, const double * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int i, j, xi, yi, result ;
|
|
double x1, x2, y0, y1, y2, minx, maxx, prec ;
|
|
float *list, *strip ;
|
|
|
|
if (n < 3)
|
|
return -1 ;
|
|
|
|
result = SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND) ;
|
|
|
|
// Find extrema:
|
|
minx = 99999.0 ;
|
|
maxx = -99999.0 ;
|
|
prec = 0.00001 ;
|
|
for (i = 0; i < n; i++)
|
|
{
|
|
double x = vx[i] ;
|
|
double y = fabs(vy[i]) ;
|
|
if (x < minx) minx = x ;
|
|
if (x > maxx) maxx = x ;
|
|
if (y > prec) prec = y ;
|
|
}
|
|
minx = floor (minx) ;
|
|
maxx = floor (maxx) ;
|
|
prec = floor (pow(2,19) / prec) ;
|
|
|
|
// Allocate main array, this determines the maximum polygon size and complexity:
|
|
list = (float *) malloc (POLYSIZE * sizeof(float)) ;
|
|
if (list == NULL)
|
|
return -2 ;
|
|
|
|
// Build vertex list. Special x-values used to indicate vertex type:
|
|
// x = -100001.0 indicates /\, x = -100003.0 indicates \/, x = -100002.0 neither
|
|
yi = 0 ;
|
|
y0 = floor(vy[n - 1] * prec) / prec ;
|
|
y1 = floor(vy[0] * prec) / prec ;
|
|
for (i = 1; i <= n; i++)
|
|
{
|
|
if (yi > POLYSIZE - 4)
|
|
{
|
|
free (list) ;
|
|
return -2 ;
|
|
}
|
|
y2 = floor(vy[i % n] * prec) / prec ;
|
|
if (((y1 < y2) - (y1 > y2)) == ((y0 < y1) - (y0 > y1)))
|
|
{
|
|
list[yi++] = -100002.0 ;
|
|
list[yi++] = y1 ;
|
|
list[yi++] = -100002.0 ;
|
|
list[yi++] = y1 ;
|
|
}
|
|
else
|
|
{
|
|
if (y0 != y1)
|
|
{
|
|
list[yi++] = (y1 < y0) - (y1 > y0) - 100002.0 ;
|
|
list[yi++] = y1 ;
|
|
}
|
|
if (y1 != y2)
|
|
{
|
|
list[yi++] = (y1 < y2) - (y1 > y2) - 100002.0 ;
|
|
list[yi++] = y1 ;
|
|
}
|
|
}
|
|
y0 = y1 ;
|
|
y1 = y2 ;
|
|
}
|
|
xi = yi ;
|
|
|
|
// Sort vertex list:
|
|
qsort (list, yi / 2, sizeof(float) * 2, _gfxPrimitivesCompareFloat2) ;
|
|
|
|
// Append line list to vertex list:
|
|
for (i = 1; i <= n; i++)
|
|
{
|
|
double x, y ;
|
|
double d = 0.5 / prec ;
|
|
|
|
x1 = vx[i - 1] ;
|
|
y1 = floor(vy[i - 1] * prec) / prec ;
|
|
x2 = vx[i % n] ;
|
|
y2 = floor(vy[i % n] * prec) / prec ;
|
|
|
|
if (y2 < y1)
|
|
{
|
|
double tmp ;
|
|
tmp = x1 ; x1 = x2 ; x2 = tmp ;
|
|
tmp = y1 ; y1 = y2 ; y2 = tmp ;
|
|
}
|
|
if (y2 != y1)
|
|
y0 = (x2 - x1) / (y2 - y1) ;
|
|
|
|
for (j = 1; j < xi; j += 4)
|
|
{
|
|
y = list[j] ;
|
|
if (((y + d) <= y1) || (y == list[j + 4]))
|
|
continue ;
|
|
if ((y -= d) >= y2)
|
|
break ;
|
|
if (yi > POLYSIZE - 4)
|
|
{
|
|
free (list) ;
|
|
return -2 ;
|
|
}
|
|
if (y > y1)
|
|
{
|
|
list[yi++] = x1 + y0 * (y - y1) ;
|
|
list[yi++] = y ;
|
|
}
|
|
y += d * 2.0 ;
|
|
if (y < y2)
|
|
{
|
|
list[yi++] = x1 + y0 * (y - y1) ;
|
|
list[yi++] = y ;
|
|
}
|
|
}
|
|
|
|
y = floor(y1) + 1.0 ;
|
|
while (y <= y2)
|
|
{
|
|
x = x1 + y0 * (y - y1) ;
|
|
if (yi > POLYSIZE - 2)
|
|
{
|
|
free (list) ;
|
|
return -2 ;
|
|
}
|
|
list[yi++] = x ;
|
|
list[yi++] = y ;
|
|
y += 1.0 ;
|
|
}
|
|
}
|
|
|
|
// Sort combined list:
|
|
qsort (list, yi / 2, sizeof(float) * 2, _gfxPrimitivesCompareFloat2) ;
|
|
|
|
// Plot lines:
|
|
strip = (float *) malloc ((maxx - minx + 2) * sizeof(float)) ;
|
|
if (strip == NULL)
|
|
{
|
|
free (list) ;
|
|
return -1 ;
|
|
}
|
|
memset (strip, 0, (maxx - minx + 1) * sizeof(float)) ;
|
|
n = yi ;
|
|
yi = list[1] ;
|
|
j = 0 ;
|
|
|
|
for (i = 0; i < n - 7; i += 4)
|
|
{
|
|
float x1 = list[i + 0] ;
|
|
float y1 = list[i + 1] ;
|
|
float x3 = list[i + 2] ;
|
|
float x2 = list[i + j + 0] ;
|
|
float y2 = list[i + j + 1] ;
|
|
float x4 = list[i + j + 2] ;
|
|
|
|
if (x1 + x3 == -200002.0)
|
|
j += 4 ;
|
|
else if (x1 + x3 == -200006.0)
|
|
j -= 4 ;
|
|
else if ((x1 >= minx) && (x2 >= minx))
|
|
{
|
|
if (x1 > x2) { float tmp = x1 ; x1 = x2 ; x2 = tmp ; }
|
|
if (x3 > x4) { float tmp = x3 ; x3 = x4 ; x4 = tmp ; }
|
|
|
|
for ( xi = x1 - minx; xi <= x4 - minx; xi++ )
|
|
{
|
|
float u, v ;
|
|
float x = minx + xi ;
|
|
if (x < x2) u = (x - x1 + 1) / (x2 - x1 + 1) ; else u = 1.0 ;
|
|
if (x >= x3 - 1) v = (x4 - x) / (x4 - x3 + 1) ; else v = 1.0 ;
|
|
if ((u > 0.0) && (v > 0.0))
|
|
strip[xi] += (y2 - y1) * (u + v - 1.0) ;
|
|
}
|
|
}
|
|
|
|
if ((yi == (list[i + 5] - 1.0)) || (i == n - 8))
|
|
{
|
|
for (xi = 0; xi <= maxx - minx; xi++)
|
|
{
|
|
if (strip[xi] != 0.0)
|
|
{
|
|
if (strip[xi] >= 0.996)
|
|
{
|
|
int x0 = xi ;
|
|
while (strip[++xi] >= 0.996) ;
|
|
xi-- ;
|
|
result |= SDL_SetRenderDrawColor (renderer, r, g, b, a) ;
|
|
result |= renderdrawline (renderer, minx + x0, yi, minx + xi, yi) ;
|
|
}
|
|
else
|
|
{
|
|
result |= SDL_SetRenderDrawColor (renderer, r, g, b, a * strip[xi]) ;
|
|
result |= SDL_RenderDrawPoint (renderer, minx + xi, yi) ;
|
|
}
|
|
}
|
|
}
|
|
memset (strip, 0, (maxx - minx + 1) * sizeof(float)) ;
|
|
yi++ ;
|
|
|
|
}
|
|
}
|
|
|
|
// Free arrays:
|
|
free (list) ;
|
|
free (strip) ;
|
|
return result ;
|
|
}
|
|
|
|
// returns Returns 0 on success, -1 on failure.
|
|
int aaFilledPolygonColor(SDL_Renderer * renderer, const double * vx, const double * vy, int n, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return aaFilledPolygonRGBA(renderer, vx, vy, n, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw anti-aliased filled ellipical pie (or chord) with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param cx X coordinate of the center of the filled pie.
|
|
\param cy Y coordinate of the center of the filled pie.
|
|
\param rx Horizontal radius in pixels of the filled pie.
|
|
\param ry Vertical radius in pixels of the filled pie.
|
|
\param start Starting angle in degrees of the filled pie; zero is right, increasing clockwise.
|
|
\param end Ending angle in degrees of the filled pie; zero is right, increasing clockwise.
|
|
\param chord Set to 0 for a pie (sector) or 1 for a chord (segment).
|
|
\param r The red value of the filled pie to draw.
|
|
\param g The green value of the filled pie to draw.
|
|
\param b The blue value of the filled pie to draw.
|
|
\param a The alpha value of the filled pie to draw.
|
|
/
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aaFilledPieRGBA(SDL_Renderer * renderer, float cx, float cy, float rx, float ry,
|
|
float start, float end, Uint32 chord, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int nverts, i, result;
|
|
double *vx, *vy;
|
|
|
|
// Sanity check radii
|
|
if ((rx <= 0) || (ry <= 0) || (start == end))
|
|
return -1;
|
|
|
|
// Convert degrees to radians
|
|
start = fmod(start, 360.0) * 2.0 * M_PI / 360.0 ;
|
|
end = fmod(end, 360.0) * 2.0 * M_PI / 360.0 ;
|
|
while (start >= end)
|
|
end += 2.0 * M_PI ;
|
|
|
|
// Calculate number of vertices on perimeter
|
|
nverts = (end - start) * sqrt(rx * ry) / M_PI ;
|
|
if (nverts < 2)
|
|
nverts = 2 ;
|
|
if (nverts > 180)
|
|
nverts = 180 ;
|
|
|
|
// Allocate combined vertex array
|
|
vx = vy = (double *) malloc(2 * sizeof(double) * (nverts + 1));
|
|
if (vx == NULL)
|
|
return (-1);
|
|
|
|
// Update pointer to start of vy
|
|
vy += nverts + 1 ;
|
|
|
|
// Calculate vertices:
|
|
for (i = 0; i < nverts; i++)
|
|
{
|
|
double angle = start + (end - start) * (double) i / (double) (nverts - 1) ;
|
|
vx[i] = cx + rx * cos(angle);
|
|
vy[i] = cy + ry * sin(angle);
|
|
}
|
|
|
|
// Center:
|
|
vx[i] = cx ;
|
|
vy[i] = cy ;
|
|
|
|
result = aaFilledPolygonRGBA(renderer, vx, vy, nverts + 1 - (chord != 0), r, g, b, a);
|
|
|
|
// Free combined vertex array
|
|
free(vx);
|
|
|
|
return (result);
|
|
}
|
|
|
|
// returns Returns 0 on success, -1 on failure.
|
|
int aaFilledPieColor(SDL_Renderer * renderer, float cx, float cy, float rx, float ry, float start, float end, Uint32 chord, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return aaFilledPieRGBA(renderer, cx, cy, rx, ry, start, end, chord, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw anti-aliased ellipical arc with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param cx X coordinate of the center of the filled pie.
|
|
\param cy Y coordinate of the center of the filled pie.
|
|
\param rx Horizontal radius in pixels of the filled pie.
|
|
\param ry Vertical radius in pixels of the filled pie.
|
|
\param start Starting angle in degrees of the filled pie; zero is right, increasing clockwise.
|
|
\param end Ending angle in degrees of the filled pie; zero is right, increasing clockwise.
|
|
\param thick The thickness of the line in pixels.
|
|
\param r The red value of the filled pie to draw.
|
|
\param g The green value of the filled pie to draw.
|
|
\param b The blue value of the filled pie to draw.
|
|
\param a The alpha value of the filled pie to draw.
|
|
/
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aaArcRGBA(SDL_Renderer * renderer, float cx, float cy, float rx, float ry,
|
|
float start, float end, float thick, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int nverts, i, result;
|
|
double *vx, *vy;
|
|
|
|
// Sanity check radii and thickness
|
|
if ((rx <= 0) || (ry <= 0) || (start == end) || (thick <= 0))
|
|
return -1;
|
|
|
|
// Convert degrees to radians
|
|
start = fmod(start, 360.0) * 2.0 * M_PI / 360.0 ;
|
|
end = fmod(end, 360.0) * 2.0 * M_PI / 360.0 ;
|
|
while (start >= end)
|
|
end += 2.0 * M_PI ;
|
|
|
|
// Calculate number of vertices
|
|
nverts = 2 * floor((end - start) * sqrt(rx * ry) / M_PI) ;
|
|
if (nverts < 2)
|
|
nverts = 2 ;
|
|
if (nverts > 360)
|
|
nverts = 360 ;
|
|
|
|
// Allocate combined vertex array
|
|
vx = vy = (double *) malloc(2 * sizeof(double) * nverts);
|
|
if (vx == NULL)
|
|
return (-1);
|
|
|
|
// Update pointer to start of vy
|
|
vy += nverts ;
|
|
|
|
// Calculate vertices:
|
|
for (i = 0; i < nverts / 2; i++)
|
|
{
|
|
double angle = start + (end - start) * (double) i / (double) (nverts / 2 - 1) ;
|
|
vx[i] = cx + (rx + thick/2) * cos(angle);
|
|
vy[i] = cy + (ry + thick/2) * sin(angle);
|
|
vx[nverts - 1 - i] = cx + (rx - thick/2) * cos(angle);
|
|
vy[nverts - 1 - i] = cy + (ry - thick/2) * sin(angle);
|
|
|
|
}
|
|
|
|
result = aaFilledPolygonRGBA(renderer, vx, vy, nverts, r, g, b, a);
|
|
|
|
// Free combined vertex array
|
|
free(vx);
|
|
|
|
return (result);
|
|
}
|
|
|
|
// returns Returns 0 on success, -1 on failure.
|
|
int aaArcColor(SDL_Renderer * renderer, float cx, float cy, float rx, float ry, float start, float end, float thick, Uint32 color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return aaArcRGBA(renderer, cx, cy, rx, ry, start, end, thick, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Draw an anti-aliased bezier curve with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the bezier curve.
|
|
\param vy Vertex array containing Y coordinates of the points of the bezier curve.
|
|
\param n Number of points in the vertex array. Minimum number is 3.
|
|
\param s Number of steps for the interpolation. Minimum number is 2.
|
|
\param thick Thickness of line in pixels.
|
|
\param r The red value of the bezier curve to draw.
|
|
\param g The green value of the bezier curve to draw.
|
|
\param b The blue value of the bezier curve to draw.
|
|
\param a The alpha value of the bezier curve to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aaBezierRGBA(SDL_Renderer * renderer, double *x, double *y, int n, int s, float thick, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int i, nverts, result;
|
|
double d, t, stepsize;
|
|
double x1, y1, x2, y2, dx = 0.0, dy = 0.0 ;
|
|
double *vx, *vy ;
|
|
|
|
// Sanity check
|
|
if ((n < 3) || (s < 2))
|
|
return -1 ;
|
|
|
|
// Create combined vertex array:
|
|
nverts = n * s * 2 + 2 ;
|
|
vx = (double *) malloc (nverts * 2 * sizeof(double)) ;
|
|
if (vx == NULL)
|
|
return -1 ;
|
|
vy = vx + nverts ;
|
|
|
|
// Draw Bezier
|
|
t = 0.0 ;
|
|
stepsize = 1.0 / (double)s ;
|
|
x1 = _evaluateBezier(x, n, t) ;
|
|
y1 = _evaluateBezier(y, n, t) ;
|
|
for (i = 0; i < n*s; i++)
|
|
{
|
|
t += stepsize ;
|
|
x2 = _evaluateBezier(x, n, t) ;
|
|
y2 = _evaluateBezier(y, n, t) ;
|
|
|
|
dx = x2 - x1 ;
|
|
dy = y2 - y1 ;
|
|
d = thick * 0.5L / sqrt(dx*dx + dy*dy) ;
|
|
dx *= d ;
|
|
dy *= d ;
|
|
|
|
vx[i] = x1 + dy ;
|
|
vy[i] = y1 - dx ;
|
|
vx[nverts-1-i] = x1 - dy ;
|
|
vy[nverts-1-i] = y1 + dx ;
|
|
|
|
x1 = x2 ;
|
|
y1 = y2 ;
|
|
}
|
|
|
|
vx[i] = x1 + dy ;
|
|
vy[i] = y1 - dx ;
|
|
vx[nverts-1-i] = x1 - dy ;
|
|
vy[nverts-1-i] = y1 + dx ;
|
|
|
|
result = aaFilledPolygonRGBA(renderer, vx, vy, nverts, r, g, b, a);
|
|
|
|
free (vx) ;
|
|
return (result);
|
|
}
|
|
|
|
// returns Returns 0 on success, -1 on failure.
|
|
int aaBezierColor(SDL_Renderer * renderer, double *x, double *y, int n, int s, float thick, int color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return aaBezierRGBA(renderer, x, y, n, s, thick, c[0], c[1], c[2], c[3]);
|
|
}
|
|
|
|
/*!
|
|
\brief Fill a region bounded by cubic Bezier curves, with alpha blending.
|
|
|
|
\param renderer The renderer to draw on.
|
|
\param vx Vertex array containing X coordinates of the points of the bezier curves.
|
|
\param vy Vertex array containing Y coordinates of the points of the bezier curves.
|
|
\param n Number of points in the vertex array. Should be 3n + 1 for n bezier curves.
|
|
\param s Number of steps for the interpolation. Minimum number is 2.
|
|
\param r The red value of the bezier curve to draw.
|
|
\param g The green value of the bezier curve to draw.
|
|
\param b The blue value of the bezier curve to draw.
|
|
\param a The alpha value of the bezier curve to draw.
|
|
|
|
\returns Returns 0 on success, -1 on failure.
|
|
*/
|
|
int aaFilledPolyBezierRGBA(SDL_Renderer * renderer, double *x, double *y, int n, int s, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
|
{
|
|
int i, j, nbeziers, nverts, result;
|
|
double t, stepsize;
|
|
double x1, y1, x2, y2 ;
|
|
double *vx, *vy ;
|
|
|
|
// Sanity check
|
|
if ((n < 7) || (s < 2))
|
|
return -1 ;
|
|
|
|
// Create combined vertex array:
|
|
nbeziers = (n - 1) / 3 ;
|
|
nverts = nbeziers * 4 * s + 1 ;
|
|
vx = (double *) malloc (nverts * 2 * sizeof(double)) ;
|
|
if (vx == NULL)
|
|
return -1 ;
|
|
vy = vx + nverts ;
|
|
|
|
// Draw Beziers
|
|
stepsize = 1.0 / (double)s ;
|
|
for (j = 0; j < nbeziers; j++)
|
|
{
|
|
t = 0.0 ;
|
|
x1 = _evaluateBezier(x + j * 3, 4, t) ;
|
|
y1 = _evaluateBezier(y + j * 3, 4, t) ;
|
|
for (i = 0; i < 4*s; i++)
|
|
{
|
|
t += stepsize ;
|
|
x2 = _evaluateBezier(x + j * 3, 4, t) ;
|
|
y2 = _evaluateBezier(y + j * 3, 4, t) ;
|
|
|
|
vx[i + j * s * 4] = x1 ;
|
|
vy[i + j * s * 4] = y1 ;
|
|
|
|
x1 = x2 ;
|
|
y1 = y2 ;
|
|
}
|
|
}
|
|
|
|
vx[j * s * 4] = x1 ;
|
|
vy[j * s * 4] = y1 ;
|
|
|
|
result = aaFilledPolygonRGBA(renderer, vx, vy, nverts, r, g, b, a);
|
|
|
|
free (vx) ;
|
|
return (result);
|
|
}
|
|
|
|
// returns Returns 0 on success, -1 on failure.
|
|
int aaFilledPolyBezierColor(SDL_Renderer * renderer, double *x, double *y, int n, int s, int color)
|
|
{
|
|
Uint8 *c = (Uint8 *)&color;
|
|
return aaFilledPolyBezierRGBA(renderer, x, y, n, s, c[0], c[1], c[2], c[3]);
|
|
}
|