blobwarsAttrition/src/system/draw.c

227 lines
5.4 KiB
C

/*
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;
}