blobwarsAttrition/src/system/draw.c

303 lines
7.3 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);
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);
}