/* Copyright (C) 2015-2019 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 initGraphics(void) { backgroundPoint[0].x = -app.winWidth / 2; backgroundPoint[0].y = -app.winHeight / 2; backgroundPoint[1].x = app.winWidth / 2; backgroundPoint[1].y = -app.winHeight / 2; backgroundPoint[2].x = -app.winWidth / 2; backgroundPoint[2].y = app.winHeight / 2; backgroundPoint[3].x = app.winWidth / 2; backgroundPoint[3].y = app.winHeight / 2; 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); } 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 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.uiOffset.x; uiDest.y = app.uiOffset.y; if (dev.debug) { drawText(5, app.winHeight - 25, 14, TA_LEFT, colors.white, "DEBUG MODE"); if (dev.showFPS) { drawText(app.winWidth / 2, app.winHeight - 25, 14, TA_CENTER, 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); if (!app.hideMouse) { drawMouse(); } SDL_RenderPresent(app.renderer); } void blit(AtlasImage *atlasImage, int x, int y, int center) { SDL_Rect dstRect; dstRect.x = x; dstRect.y = y; dstRect.w = atlasImage->rect.w; dstRect.h = atlasImage->rect.h; if (center) { dstRect.x -= (dstRect.w / 2); dstRect.y -= (dstRect.h / 2); } SDL_RenderCopy(app.renderer, atlasImage->texture, &atlasImage->rect, &dstRect); } void blitScaled(AtlasImage *atlasImage, 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, atlasImage->texture, &atlasImage->rect, &dstRect); } void blitRotated(AtlasImage *atlasImage, int x, int y, float angle) { SDL_Rect dstRect; dstRect.x = x; dstRect.y = y; dstRect.w = atlasImage->rect.w; dstRect.h = atlasImage->rect.h; dstRect.x -= (dstRect.w / 2); dstRect.y -= (dstRect.h / 2); SDL_RenderCopyEx(app.renderer, atlasImage->texture, &atlasImage->rect, &dstRect, angle, NULL, SDL_FLIP_NONE); } 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 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.winWidth * 2); } if (backgroundPoint[i].x >= app.winWidth) { backgroundPoint[i].x -= (app.winWidth * 2); } if (backgroundPoint[i].y < 0) { backgroundPoint[i].y += (app.winHeight * 2); } if (backgroundPoint[i].y >= app.winHeight) { backgroundPoint[i].y -= (app.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.winWidth; dstRect.h = app.winHeight; SDL_RenderCopy(app.renderer, texture, NULL, &dstRect); } } int isOnBattleScreen(int x, int y, int w, int h) { x -= (w / 2); x -= (app.winWidth / 2); x -= battle.camera.x; y -= (h / 2); y -= (app.winHeight / 2); y -= battle.camera.y; w *= 2; w += app.winWidth; h *= 2; h += app.winHeight; return collision(x, y, w, h, 0, 0, app.winWidth, app.winHeight); } void saveScreenshot(void) { static int i = 0; char filename[MAX_NAME_LENGTH]; SDL_Surface *sshot; sprintf(filename, "/tmp/tbftss/%d.bmp", ++i); sshot = SDL_CreateRGBSurface(0, app.winWidth, app.winHeight, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000); SDL_RenderReadPixels(app.renderer, NULL, SDL_PIXELFORMAT_ARGB8888, sshot->pixels, sshot->pitch); SDL_SaveBMP(sshot, filename); SDL_FreeSurface(sshot); if (!dev.takeScreenshots) { printf("Saved '%s'\n", filename); } }