/* Copyright (C) 2018 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); 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, SCREEN_WIDTH, SCREEN_HEIGHT); } void prepareScene(void) { SDL_SetRenderTarget(app.renderer, app.backBuffer); SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 255); SDL_RenderClear(app.renderer); } void presentScene(void) { if (dev.debug) { drawText(5, SCREEN_HEIGHT - 25, 14, TA_LEFT, colors.white, "DEBUG MODE"); if (dev.showFPS) { drawText(SCREEN_WIDTH - 5, SCREEN_HEIGHT - 25, 14, TA_RIGHT, colors.white, "FPS: %d", dev.fps); } } SDL_SetRenderTarget(app.renderer, NULL); SDL_RenderCopy(app.renderer, app.backBuffer, NULL, NULL); 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 blitFlip(SDL_Texture *texture, int x, int y, int center, SDL_RendererFlip flip) { SDL_Rect dstRect; dstRect.x = x; dstRect.y = y; SDL_QueryTexture(texture, NULL, NULL, &dstRect.w, &dstRect.h); SDL_RenderCopyEx(app.renderer, texture, NULL, &dstRect, 0, NULL, flip); } 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 blitRotated(SDL_Texture *texture, int x, int y, float angle) { SDL_Rect dstRect; dstRect.x = x; dstRect.y = y; SDL_QueryTexture(texture, NULL, NULL, &dstRect.w, &dstRect.h); dstRect.x -= (dstRect.w / 2); dstRect.y -= (dstRect.h / 2); SDL_RenderCopyEx(app.renderer, texture, NULL, &dstRect, angle, NULL, SDL_FLIP_NONE); } 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 drawCircle(int cx, int cy, int radius, int r, int g, int b, int a) { int x = radius; int y = 0; int radiusError = 1 - x; SDL_Point p[8]; SDL_SetRenderDrawColor(app.renderer, r, g, b, a); SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND); while (x >= y) { p[0].x = x + cx; p[0].y = y + cy; p[1].x = y + cx; p[1].y = x + cy; p[2].x = -x + cx; p[2].y = y + cy; p[3].x = -y + cx; p[3].y = x + cy; p[4].x = -x + cx; p[4].y = -y + cy; p[5].x = -y + cx; p[5].y = -x + cy; p[6].x = x + cx; p[6].y = -y + cy; p[7].x = y + cx; p[7].y = -x + cy; SDL_RenderDrawPoints(app.renderer, p, 8); y++; if (radiusError < 0) { radiusError += 2 * y + 1; } else { x--; radiusError += 2 * (y - x) + 1; } } SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE); } 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); } 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; }