Added blitScaled. Removed unused functions.
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@ -104,17 +104,6 @@ void blitRect(SDL_Texture *texture, int x, int y, SDL_Rect *srcRect, int center)
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SDL_RenderCopy(app.renderer, texture, srcRect, &dstRect);
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}
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void blitFlip(SDL_Texture *texture, int x, int y, int center, SDL_RendererFlip flip)
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{
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SDL_Rect dstRect;
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dstRect.x = x;
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dstRect.y = y;
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SDL_QueryTexture(texture, NULL, NULL, &dstRect.w, &dstRect.h);
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SDL_RenderCopyEx(app.renderer, texture, NULL, &dstRect, 0, NULL, flip);
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}
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void blitScaled(SDL_Texture *texture, int x, int y, int w, int h, int center)
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{
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SDL_Rect dstRect;
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@ -133,17 +122,22 @@ void blitScaled(SDL_Texture *texture, int x, int y, int w, int h, int center)
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SDL_RenderCopy(app.renderer, texture, NULL, &dstRect);
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}
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void blitRotated(SDL_Texture *texture, int x, int y, float angle)
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void blitRectScaled(SDL_Texture *texture, int x, int y, int w, int h, SDL_Rect *srcRect, int center)
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{
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SDL_Rect dstRect;
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dstRect.x = x;
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dstRect.y = y;
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SDL_QueryTexture(texture, NULL, NULL, &dstRect.w, &dstRect.h);
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dstRect.x -= (dstRect.w / 2);
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dstRect.y -= (dstRect.h / 2);
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dstRect.w = w;
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dstRect.h = h;
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SDL_RenderCopyEx(app.renderer, texture, NULL, &dstRect, angle, NULL, SDL_FLIP_NONE);
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if (center)
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{
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dstRect.x -= (dstRect.w / 2);
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dstRect.y -= (dstRect.h / 2);
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}
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SDL_RenderCopy(app.renderer, texture, srcRect, &dstRect);
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}
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void drawLine(int x1, int y1, int x2, int y2, int r, int g, int b, int a)
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@ -152,44 +146,6 @@ void drawLine(int x1, int y1, int x2, int y2, int r, int g, int b, int a)
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SDL_RenderDrawLine(app.renderer, x1, y1, x2, y2);
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}
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void drawCircle(int cx, int cy, int radius, int r, int g, int b, int a)
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{
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int x = radius;
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int y = 0;
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int radiusError = 1 - x;
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SDL_Point p[8];
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SDL_SetRenderDrawColor(app.renderer, r, g, b, a);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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while (x >= y)
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{
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p[0].x = x + cx; p[0].y = y + cy;
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p[1].x = y + cx; p[1].y = x + cy;
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p[2].x = -x + cx; p[2].y = y + cy;
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p[3].x = -y + cx; p[3].y = x + cy;
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p[4].x = -x + cx; p[4].y = -y + cy;
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p[5].x = -y + cx; p[5].y = -x + cy;
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p[6].x = x + cx; p[6].y = -y + cy;
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p[7].x = y + cx; p[7].y = -x + cy;
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SDL_RenderDrawPoints(app.renderer, p, 8);
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y++;
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if (radiusError < 0)
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{
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radiusError += 2 * y + 1;
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}
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else
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{
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x--;
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radiusError += 2 * (y - x) + 1;
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}
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}
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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}
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void drawRect(int x, int y, int w, int h, int r, int g, int b, int a)
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{
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SDL_Rect rect;
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