/* Copyright (C) 2018-2019 Parallel Realities This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "draw.h" static void initColor(SDL_Color *c, int r, int g, int b); static PointF backgroundPoint[4]; void initBackground(void) { backgroundPoint[0].x = -app.config.winWidth / 2; backgroundPoint[0].y = -app.config.winHeight / 2; backgroundPoint[1].x = app.config.winWidth / 2; backgroundPoint[1].y = -app.config.winHeight / 2; backgroundPoint[2].x = -app.config.winWidth / 2; backgroundPoint[2].y = app.config.winHeight / 2; backgroundPoint[3].x = app.config.winWidth / 2; backgroundPoint[3].y = app.config.winHeight / 2; } void initGraphics(void) { initColor(&colors.red, 255, 0, 0); initColor(&colors.orange, 255, 128, 0); initColor(&colors.yellow, 255, 255, 0); initColor(&colors.green, 0, 255, 0); initColor(&colors.blue, 0, 0, 255); initColor(&colors.cyan, 0, 255, 255); initColor(&colors.purple, 255, 0, 255); initColor(&colors.white, 255, 255, 255); initColor(&colors.black, 0, 0, 0); initColor(&colors.lightGrey, 192, 192, 192); initColor(&colors.darkGrey, 128, 128, 128); app.backBuffer = SDL_CreateTexture(app.renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, app.config.winWidth, app.config.winHeight); app.uiBuffer = SDL_CreateTexture(app.renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, UI_WIDTH, UI_HEIGHT); SDL_SetTextureBlendMode(app.uiBuffer, SDL_BLENDMODE_BLEND); app.uiOffset.x = (app.config.winWidth / 2) - (UI_WIDTH / 2); app.uiOffset.y = (app.config.winHeight / 2) - (UI_HEIGHT / 2); } void prepareScene(void) { SDL_SetRenderTarget(app.renderer, app.uiBuffer); SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 0); SDL_RenderClear(app.renderer); SDL_SetRenderTarget(app.renderer, app.backBuffer); SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 255); SDL_RenderClear(app.renderer); } void presentScene(void) { SDL_Rect uiDest; uiDest.w = UI_WIDTH; uiDest.h = UI_HEIGHT; uiDest.x = (app.config.winWidth / 2) - (UI_WIDTH / 2); uiDest.y = (app.config.winHeight / 2) - (UI_HEIGHT / 2); if (dev.debug) { drawText(5, app.config.winHeight - 25, 14, TA_LEFT, colors.white, "DEBUG MODE"); if (dev.showFPS) { drawText(app.config.winWidth - 5, app.config.winHeight - 25, 14, TA_RIGHT, colors.white, "FPS: %d", dev.fps); } } SDL_SetRenderTarget(app.renderer, NULL); SDL_RenderCopy(app.renderer, app.backBuffer, NULL, NULL); SDL_RenderCopy(app.renderer, app.uiBuffer, NULL, &uiDest); SDL_RenderPresent(app.renderer); } void clearScreen(void) { SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 255); SDL_RenderFillRect(app.renderer, NULL); } void blit(SDL_Texture *texture, int x, int y, int center) { SDL_Rect dstRect; dstRect.x = x; dstRect.y = y; SDL_QueryTexture(texture, NULL, NULL, &dstRect.w, &dstRect.h); if (center) { dstRect.x -= (dstRect.w / 2); dstRect.y -= (dstRect.h / 2); } SDL_RenderCopy(app.renderer, texture, NULL, &dstRect); } void blitRect(SDL_Texture *texture, int x, int y, SDL_Rect *srcRect, int center) { SDL_Rect dstRect; dstRect.x = x; dstRect.y = y; dstRect.w = srcRect->w; dstRect.h = srcRect->h; if (center) { dstRect.x -= (dstRect.w / 2); dstRect.y -= (dstRect.h / 2); } SDL_RenderCopy(app.renderer, texture, srcRect, &dstRect); } void blitRectRotated(SDL_Texture *texture, int x, int y, SDL_Rect *srcRect, float angle) { SDL_Rect dstRect; dstRect.x = x; dstRect.y = y; dstRect.w = srcRect->w; dstRect.h = srcRect->h; dstRect.x -= (srcRect->w / 2); dstRect.y -= (srcRect->h / 2); SDL_RenderCopyEx(app.renderer, texture, srcRect, &dstRect, angle, NULL, SDL_FLIP_NONE); } void blitScaled(SDL_Texture *texture, int x, int y, int w, int h, int center) { SDL_Rect dstRect; dstRect.x = x; dstRect.y = y; dstRect.w = w; dstRect.h = h; if (center) { dstRect.x -= (dstRect.w / 2); dstRect.y -= (dstRect.h / 2); } SDL_RenderCopy(app.renderer, texture, NULL, &dstRect); } void blitRectScaled(SDL_Texture *texture, int x, int y, int w, int h, SDL_Rect *srcRect, int center) { SDL_Rect dstRect; dstRect.x = x; dstRect.y = y; dstRect.w = w; dstRect.h = h; if (center) { dstRect.x -= (dstRect.w / 2); dstRect.y -= (dstRect.h / 2); } SDL_RenderCopy(app.renderer, texture, srcRect, &dstRect); } void drawLine(int x1, int y1, int x2, int y2, int r, int g, int b, int a) { SDL_SetRenderDrawColor(app.renderer, r, g, b, a); SDL_RenderDrawLine(app.renderer, x1, y1, x2, y2); } void drawRect(int x, int y, int w, int h, int r, int g, int b, int a) { SDL_Rect rect; rect.x = x; rect.y = y; rect.w = w; rect.h = h; SDL_SetRenderDrawBlendMode(app.renderer, a < 255 ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(app.renderer, r, g, b, a); SDL_RenderFillRect(app.renderer, &rect); } void drawOutlineRect(int x, int y, int w, int h, int r, int g, int b, int a) { SDL_Rect rect; rect.x = x; rect.y = y; rect.w = w; rect.h = h; SDL_SetRenderDrawBlendMode(app.renderer, a < 255 ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE); SDL_SetRenderDrawColor(app.renderer, r, g, b, a); SDL_RenderDrawRect(app.renderer, &rect); } void scrollBackground(float x, float y) { int i; for (i = 0 ; i < 4 ; i++) { backgroundPoint[i].x += x; backgroundPoint[i].y += y; if (backgroundPoint[i].x < 0) { backgroundPoint[i].x += (app.config.winWidth * 2); } if (backgroundPoint[i].x >= app.config.winWidth) { backgroundPoint[i].x -= (app.config.winWidth * 2); } if (backgroundPoint[i].y < 0) { backgroundPoint[i].y += (app.config.winHeight * 2); } if (backgroundPoint[i].y >= app.config.winHeight) { backgroundPoint[i].y -= (app.config.winHeight * 2); } } } void drawBackground(SDL_Texture *texture) { int i; SDL_Rect dstRect; for (i = 0 ; i < 4 ; i++) { dstRect.x = backgroundPoint[i].x; dstRect.y = backgroundPoint[i].y; dstRect.w = app.config.winWidth - 1; dstRect.h = app.config.winHeight - 1; SDL_RenderCopy(app.renderer, texture, NULL, &dstRect); } } static void initColor(SDL_Color *c, int r, int g, int b) { memset(c, 0, sizeof(SDL_Color)); c->r = r; c->g = g; c->b = b; c->a = 255; } void saveScreenshot(char *name) { char *filename; SDL_Surface *screenshot; if (name != NULL) { filename = buildFormattedString("%s/%d/%s.png", app.saveDir, game.saveSlot, name); } else { filename = buildFormattedString("%s/%d.png", dev.screenshotFolder, SDL_GetTicks()); } screenshot = SDL_CreateRGBSurface(0, SCREEN_WIDTH, SCREEN_HEIGHT, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000); SDL_RenderReadPixels(app.renderer, NULL, SDL_PIXELFORMAT_ARGB8888, screenshot->pixels, screenshot->pitch); SDL_SavePNG(screenshot, filename); SDL_FreeSurface(screenshot); free(filename); }