diff options
Diffstat (limited to 'src/sdl2gfx/SDL_gfxPrimitives.c')
-rw-r--r-- | src/sdl2gfx/SDL_gfxPrimitives.c | 4295 |
1 files changed, 4295 insertions, 0 deletions
diff --git a/src/sdl2gfx/SDL_gfxPrimitives.c b/src/sdl2gfx/SDL_gfxPrimitives.c new file mode 100644 index 000000000..f2115ce99 --- /dev/null +++ b/src/sdl2gfx/SDL_gfxPrimitives.c @@ -0,0 +1,4295 @@ +/* + +SDL2_gfxPrimitives.c: graphics primitives for SDL2 renderers + +Copyright (C) 2012 Andreas Schiffler + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not +claim that you wrote the original software. If you use this software +in a product, an acknowledgment in the product documentation would be +appreciated but is not required. + +2. Altered source versions must be plainly marked as such, and must not be +misrepresented as being the original software. + +3. This notice may not be removed or altered from any source +distribution. + +Andreas Schiffler -- aschiffler at ferzkopp dot net + +*/ + +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <string.h> + +#include "SDL_gfxPrimitives.h" +#include "SDL_rotozoom.h" +#include "SDL_gfxPrimitives_font.h" + +/* ---- Structures */
+
+/*!
+\brief The structure passed to the internal Bresenham iterator.
+*/
+typedef struct {
+ Sint16 x, y;
+ int dx, dy, s1, s2, swapdir, error;
+ Uint32 count;
+} SDL2_gfxBresenhamIterator;
+
+/*!
+\brief The structure passed to the internal Murphy iterator.
+*/
+typedef struct {
+ SDL_Renderer *renderer;
+ int u, v; /* delta x , delta y */
+ int ku, kt, kv, kd; /* loop constants */
+ int oct2;
+ int quad4;
+ Sint16 last1x, last1y, last2x, last2y, first1x, first1y, first2x, first2y, tempx, tempy;
+} SDL2_gfxMurphyIterator; + +/* ---- Pixel */ + +/*! +\brief Draw pixel in currently set color. + +\param renderer The renderer to draw on. +\param x X (horizontal) coordinate of the pixel. +\param y Y (vertical) coordinate of the pixel. + +\returns Returns 0 on success, -1 on failure. +*/ +int pixel(SDL_Renderer *renderer, Sint16 x, Sint16 y) +{ + return SDL_RenderDrawPoint(renderer, x, y); +} + +/*! +\brief Draw pixel with blending enabled if a<255. + +\param renderer The renderer to draw on. +\param x X (horizontal) coordinate of the pixel. +\param y Y (vertical) coordinate of the pixel. +\param color The color value of the pixel to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int pixelColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return pixelRGBA(renderer, x, y, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw pixel with blending enabled if a<255. + +\param renderer The renderer to draw on. +\param x X (horizontal) coordinate of the pixel. +\param y Y (vertical) coordinate of the pixel. +\param r The red color value of the pixel to draw. +\param g The green color value of the pixel to draw. +\param b The blue color value of the pixel to draw. +\param a The alpha value of the pixel to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int pixelRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result = 0; + result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); + result |= SDL_RenderDrawPoint(renderer, x, y); + return result; +} + +/*!
+\brief Draw pixel with blending enabled and using alpha weight on color.
+
+\param renderer The renderer to draw on. +\param x The horizontal coordinate of the pixel.
+\param y The vertical position of the pixel.
+\param r The red color value of the pixel to draw. +\param g The green color value of the pixel to draw. +\param b The blue color value of the pixel to draw. +\param a The alpha value of the pixel to draw. +\param weight The weight multiplied into the alpha value of the pixel.
+
+\returns Returns 0 on success, -1 on failure.
+*/
+int pixelRGBAWeight(SDL_Renderer * renderer, Sint16 x, Sint16 y, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Uint32 weight)
+{
+ /*
+ * Modify Alpha by weight
+ */
+ Uint32 ax = a;
+ ax = ((ax * weight) >> 8);
+ if (ax > 255) {
+ a = 255;
+ } else {
+ a = (Uint8)(ax & 0x000000ff);
+ }
+
+ return pixelRGBA(renderer, x, y, r, g, b, a);
+} + +/* ---- Hline */ + +/*! +\brief Draw horizontal line in currently set color + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. left) of the line. +\param x2 X coordinate of the second point (i.e. right) of the line. +\param y Y coordinate of the points of the line. + +\returns Returns 0 on success, -1 on failure. +*/ +int hline(SDL_Renderer * renderer, Sint16 x1, Sint16 x2, Sint16 y) +{ + return SDL_RenderDrawLine(renderer, x1, y, x2, y);; +} + + +/*! +\brief Draw horizontal line with blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. left) of the line. +\param x2 X coordinate of the second point (i.e. right) of the line. +\param y Y coordinate of the points of the line. +\param color The color value of the line to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int hlineColor(SDL_Renderer * renderer, Sint16 x1, Sint16 x2, Sint16 y, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return hlineRGBA(renderer, x1, x2, y, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw horizontal line with blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. left) of the line. +\param x2 X coordinate of the second point (i.e. right) of the line. +\param y Y coordinate of the points of the line. +\param r The red value of the line to draw. +\param g The green value of the line to draw. +\param b The blue value of the line to draw. +\param a The alpha value of the line to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int hlineRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 x2, Sint16 y, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result = 0; + result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); + result |= SDL_RenderDrawLine(renderer, x1, y, x2, y); + return result; +} + +/* ---- Vline */ + +/*! +\brief Draw vertical line with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the points of the line. +\param y1 Y coordinate of the first point (i.e. top) of the line. +\param y2 Y coordinate of the second point (i.e. bottom) of the line. +\param color The color value of the line to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int vlineColor(SDL_Renderer * renderer, Sint16 x, Sint16 y1, Sint16 y2, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return vlineRGBA(renderer, x, y1, y2, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw vertical line with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the points of the line. +\param y1 Y coordinate of the first point (i.e. top) of the line. +\param y2 Y coordinate of the second point (i.e. bottom) of the line. +\param r The red value of the line to draw. +\param g The green value of the line to draw. +\param b The blue value of the line to draw. +\param a The alpha value of the line to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int vlineRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y1, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result = 0; + result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); + result |= SDL_RenderDrawLine(renderer, x, y1, x, y2); + return result; +} + +/* ---- Rectangle */ + +/*! +\brief Draw rectangle with blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. top right) of the rectangle. +\param y1 Y coordinate of the first point (i.e. top right) of the rectangle. +\param x2 X coordinate of the second point (i.e. bottom left) of the rectangle. +\param y2 Y coordinate of the second point (i.e. bottom left) of the rectangle. +\param color The color value of the rectangle to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int rectangleColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return rectangleRGBA(renderer, x1, y1, x2, y2, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw rectangle with blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. top right) of the rectangle. +\param y1 Y coordinate of the first point (i.e. top right) of the rectangle. +\param x2 X coordinate of the second point (i.e. bottom left) of the rectangle. +\param y2 Y coordinate of the second point (i.e. bottom left) of the rectangle. +\param r The red value of the rectangle to draw. +\param g The green value of the rectangle to draw. +\param b The blue value of the rectangle to draw. +\param a The alpha value of the rectangle to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int rectangleRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result; + Sint16 tmp; + SDL_Rect rect; + + /* + * Test for special cases of straight lines or single point + */ + if (x1 == x2) { + if (y1 == y2) { + return (pixelRGBA(renderer, x1, y1, r, g, b, a)); + } else { + return (vlineRGBA(renderer, x1, y1, y2, r, g, b, a)); + } + } else { + if (y1 == y2) { + return (hlineRGBA(renderer, x1, x2, y1, r, g, b, a)); + } + } + + /* + * Swap x1, x2 if required + */ + if (x1 > x2) { + tmp = x1; + x1 = x2; + x2 = tmp; + } + + /* + * Swap y1, y2 if required + */ + if (y1 > y2) { + tmp = y1; + y1 = y2; + y2 = tmp; + } + + /* + * Create destination rect + */ + rect.x = x1; + rect.y = y1; + rect.w = x2 - x1; + rect.h = y2 - y1; + + /* + * Draw + */ + result = 0; + result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); + result |= SDL_RenderDrawRect(renderer, &rect); + return result; +} + +/* ---- Rounded Rectangle */ + +/*! +\brief Draw rounded-corner rectangle with blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. top right) of the rectangle. +\param y1 Y coordinate of the first point (i.e. top right) of the rectangle. +\param x2 X coordinate of the second point (i.e. bottom left) of the rectangle. +\param y2 Y coordinate of the second point (i.e. bottom left) of the rectangle. +\param rad The radius of the corner arc. +\param color The color value of the rectangle to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int roundedRectangleColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 rad, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return roundedRectangleRGBA(renderer, x1, y1, x2, y2, rad, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw rounded-corner rectangle with blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. top right) of the rectangle. +\param y1 Y coordinate of the first point (i.e. top right) of the rectangle. +\param x2 X coordinate of the second point (i.e. bottom left) of the rectangle. +\param y2 Y coordinate of the second point (i.e. bottom left) of the rectangle. +\param rad The radius of the corner arc. +\param r The red value of the rectangle to draw. +\param g The green value of the rectangle to draw. +\param b The blue value of the rectangle to draw. +\param a The alpha value of the rectangle to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int roundedRectangleRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result = 0; + Sint16 tmp; + Sint16 w, h; + Sint16 xx1, xx2; + Sint16 yy1, yy2; + + /* + * Check renderer + */ + if (renderer == NULL) + { + return -1; + } + + /* + * Check radius vor valid range + */ + if (rad < 0) { + return -1; + } + + /* + * Special case - no rounding + */ + if (rad == 0) { + return rectangleRGBA(renderer, x1, y1, x2, y2, r, g, b, a); + } + + /* + * Test for special cases of straight lines or single point + */ + if (x1 == x2) { + if (y1 == y2) { + return (pixelRGBA(renderer, x1, y1, r, g, b, a)); + } else { + return (vlineRGBA(renderer, x1, y1, y2, r, g, b, a)); + } + } else { + if (y1 == y2) { + return (hlineRGBA(renderer, x1, x2, y1, r, g, b, a)); + } + } + + /* + * Swap x1, x2 if required + */ + if (x1 > x2) { + tmp = x1; + x1 = x2; + x2 = tmp; + } + + /* + * Swap y1, y2 if required + */ + if (y1 > y2) { + tmp = y1; + y1 = y2; + y2 = tmp; + } + + /* + * Calculate width&height + */ + w = x2 - x1; + h = y2 - y1; + + /* + * Maybe adjust radius + */ + if ((rad * 2) > w) + { + rad = w / 2; + } + if ((rad * 2) > h) + { + rad = h / 2; + } + + /* + * Draw corners + */ + xx1 = x1 + rad; + xx2 = x2 - rad; + yy1 = y1 + rad; + yy2 = y2 - rad; + result |= arcRGBA(renderer, xx1, yy1, rad, 180, 270, r, g, b, a); + result |= arcRGBA(renderer, xx2, yy1, rad, 270, 360, r, g, b, a); + result |= arcRGBA(renderer, xx1, yy2, rad, 90, 180, r, g, b, a); + result |= arcRGBA(renderer, xx2, yy2, rad, 0, 90, r, g, b, a); + + /* + * Draw lines + */ + if (xx1 <= xx2) { + result |= hlineRGBA(renderer, xx1, xx2, y1, r, g, b, a); + result |= hlineRGBA(renderer, xx1, xx2, y2, r, g, b, a); + } + if (yy1 <= yy2) { + result |= vlineRGBA(renderer, x1, yy1, yy2, r, g, b, a); + result |= vlineRGBA(renderer, x2, yy1, yy2, r, g, b, a); + } + + return result; +} + +/* ---- Rounded Box */ + +/*! +\brief Draw rounded-corner box (filled rectangle) with blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. top right) of the box. +\param y1 Y coordinate of the first point (i.e. top right) of the box. +\param x2 X coordinate of the second point (i.e. bottom left) of the box. +\param y2 Y coordinate of the second point (i.e. bottom left) of the box. +\param rad The radius of the corner arcs of the box. +\param color The color value of the box to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int roundedBoxColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 rad, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return roundedBoxRGBA(renderer, x1, y1, x2, y2, rad, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw rounded-corner box (filled rectangle) with blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. top right) of the box. +\param y1 Y coordinate of the first point (i.e. top right) of the box. +\param x2 X coordinate of the second point (i.e. bottom left) of the box. +\param y2 Y coordinate of the second point (i.e. bottom left) of the box. +\param rad The radius of the corner arcs of the box. +\param r The red value of the box to draw. +\param g The green value of the box to draw. +\param b The blue value of the box to draw. +\param a The alpha value of the box to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int roundedBoxRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, + Sint16 y2, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result = 0; + Sint16 w, h, tmp; + Sint16 xx1, xx2, yy1, yy2; + + /* + * Check destination renderer + */ + if (renderer == NULL) + { + return -1; + } + + /* + * Check radius vor valid range + */ + if (rad < 0) { + return -1; + } + + /* + * Special case - no rounding + */ + if (rad == 0) { + return rectangleRGBA(renderer, x1, y1, x2, y2, r, g, b, a); + } + + /* + * Test for special cases of straight lines or single point + */ + if (x1 == x2) { + if (y1 == y2) { + return (pixelRGBA(renderer, x1, y1, r, g, b, a)); + } else { + return (vlineRGBA(renderer, x1, y1, y2, r, g, b, a)); + } + } else { + if (y1 == y2) { + return (hlineRGBA(renderer, x1, x2, y1, r, g, b, a)); + } + } + + /* + * Swap x1, x2 if required + */ + if (x1 > x2) { + tmp = x1; + x1 = x2; + x2 = tmp; + } + + /* + * Swap y1, y2 if required + */ + if (y1 > y2) { + tmp = y1; + y1 = y2; + y2 = tmp; + } + + /* + * Calculate width&height + */ + w = x2 - x1; + h = y2 - y1; + + /* + * Maybe adjust radius + */ + if ((rad * 2) > w) + { + rad = w / 2; + } + if ((rad * 2) > h) + { + rad = h / 2; + } + + /* + * Draw corners + */ + xx1 = x1 + rad; + xx2 = x2 - rad; + yy1 = y1 + rad; + yy2 = y2 - rad; + result |= filledPieRGBA(renderer, xx1, yy1, rad, 180, 270, r, g, b, a); + result |= filledPieRGBA(renderer, xx2, yy1, rad, 270, 360, r, g, b, a); + result |= filledPieRGBA(renderer, xx1, yy2, rad, 90, 180, r, g, b, a); + result |= filledPieRGBA(renderer, xx2, yy2, rad, 0, 90, r, g, b, a); + + /* + * Draw body + */ + xx1++; + xx2--; + yy1++; + yy2--; + if (xx1 <= xx2) { + result |= boxRGBA(renderer, xx1, y1, xx2, y2, r, g, b, a); + } + if (yy1 <= yy2) { + result |= boxRGBA(renderer, x1, yy1, xx1-1, yy2, r, g, b, a); + result |= boxRGBA(renderer, xx2+1, yy1, x2, yy2, r, g, b, a); + } + + return result; +} + +/* ---- Box */ + +/*! +\brief Draw box (filled rectangle) with blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. top right) of the box. +\param y1 Y coordinate of the first point (i.e. top right) of the box. +\param x2 X coordinate of the second point (i.e. bottom left) of the box. +\param y2 Y coordinate of the second point (i.e. bottom left) of the box. +\param color The color value of the box to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int boxColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return boxRGBA(renderer, x1, y1, x2, y2, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw box (filled rectangle) with blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. top right) of the box. +\param y1 Y coordinate of the first point (i.e. top right) of the box. +\param x2 X coordinate of the second point (i.e. bottom left) of the box. +\param y2 Y coordinate of the second point (i.e. bottom left) of the box. +\param r The red value of the box to draw. +\param g The green value of the box to draw. +\param b The blue value of the box to draw. +\param a The alpha value of the box to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int boxRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result; + Sint16 tmp; + SDL_Rect rect; + + /* + * Test for special cases of straight lines or single point + */ + if (x1 == x2) { + if (y1 == y2) { + return (pixelRGBA(renderer, x1, y1, r, g, b, a)); + } else { + return (vlineRGBA(renderer, x1, y1, y2, r, g, b, a)); + } + } else { + if (y1 == y2) { + return (hlineRGBA(renderer, x1, x2, y1, r, g, b, a)); + } + } + + /* + * Swap x1, x2 if required + */ + if (x1 > x2) { + tmp = x1; + x1 = x2; + x2 = tmp; + } + + /* + * Swap y1, y2 if required + */ + if (y1 > y2) { + tmp = y1; + y1 = y2; + y2 = tmp; + } + + /* + * Create destination rect + */ + rect.x = x1; + rect.y = y1; + rect.w = x2 - x1; + rect.h = y2 - y1; + + /* + * Draw + */ + result = 0; + result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); + result |= SDL_RenderFillRect(renderer, &rect); + return result; +} + +/* ----- Line */ + +/*! +\brief Draw line with alpha blending using the currently set color. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point of the line. +\param y1 Y coordinate of the first point of the line. +\param x2 X coordinate of the second point of the line. +\param y2 Y coordinate of the second point of the line. + +\returns Returns 0 on success, -1 on failure. +*/ +int line(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2) +{ + /* + * Draw + */ + return SDL_RenderDrawLine(renderer, x1, y1, x2, y2); +} + +/*! +\brief Draw line with alpha blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point of the line. +\param y1 Y coordinate of the first point of the line. +\param x2 X coordinate of the second point of the line. +\param y2 Y coordinate of the seond point of the line. +\param color The color value of the line to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int lineColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return lineRGBA(renderer, x1, y1, x2, y2, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw line with alpha blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point of the line. +\param y1 Y coordinate of the first point of the line. +\param x2 X coordinate of the second point of the line. +\param y2 Y coordinate of the second point of the line. +\param r The red value of the line to draw. +\param g The green value of the line to draw. +\param b The blue value of the line to draw. +\param a The alpha value of the line to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int lineRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + /* + * Draw + */ + int result = 0; + result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); + result |= SDL_RenderDrawLine(renderer, x1, y1, x2, y2); + return result; +} + +/* ---- AA Line */ + +#define AAlevels 256
+#define AAbits 8
+
+/*!
+\brief Internal function to draw anti-aliased line with alpha blending and endpoint control.
+
+This implementation of the Wu antialiasing code is based on Mike Abrash's
+DDJ article which was reprinted as Chapter 42 of his Graphics Programming
+Black Book, but has been optimized to work with SDL and utilizes 32-bit
+fixed-point arithmetic by A. Schiffler. The endpoint control allows the
+supression to draw the last pixel useful for rendering continous aa-lines
+with alpha<255.
+
+\param dst The surface to draw on.
+\param x1 X coordinate of the first point of the aa-line.
+\param y1 Y coordinate of the first point of the aa-line.
+\param x2 X coordinate of the second point of the aa-line.
+\param y2 Y coordinate of the second point of the aa-line.
+\param r The red value of the aa-line to draw. +\param g The green value of the aa-line to draw. +\param b The blue value of the aa-line to draw. +\param a The alpha value of the aa-line to draw. +\param draw_endpoint Flag indicating if the endpoint should be drawn; draw if non-zero.
+
+\returns Returns 0 on success, -1 on failure.
+*/
+int _aalineRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a, int draw_endpoint)
+{
+ Sint32 xx0, yy0, xx1, yy1;
+ int result;
+ Uint32 intshift, erracc, erradj;
+ Uint32 erracctmp, wgt, wgtcompmask;
+ int dx, dy, tmp, xdir, y0p1, x0pxdir;
+
+ /*
+ * Keep on working with 32bit numbers
+ */
+ xx0 = x1;
+ yy0 = y1;
+ xx1 = x2;
+ yy1 = y2;
+
+ /*
+ * Reorder points if required
+ */
+ if (yy0 > yy1) {
+ tmp = yy0;
+ yy0 = yy1;
+ yy1 = tmp;
+ tmp = xx0;
+ xx0 = xx1;
+ xx1 = tmp;
+ }
+
+ /*
+ * Calculate distance
+ */
+ dx = xx1 - xx0;
+ dy = yy1 - yy0;
+
+ /*
+ * Check for special cases
+ */
+ if (dx == 0) {
+ /*
+ * Vertical line
+ */
+ if (draw_endpoint)
+ {
+ return (vlineRGBA(renderer, x1, y1, y2, r, g, b, a));
+ } else {
+ if (dy>0) {
+ return (vlineRGBA(renderer, x1, yy0, yy0+dy, r, g, b, a));
+ } else {
+ return (pixelRGBA(renderer, x1, y1, r, g, b, a));
+ }
+ }
+ } else if (dy == 0) {
+ /*
+ * Horizontal line
+ */
+ if (draw_endpoint)
+ {
+ return (hlineRGBA(renderer, x1, x2, y1, r, g, b, a));
+ } else {
+ if (dx>0) {
+ return (hlineRGBA(renderer, xx0, xx0+dx, y1, r, g, b, a));
+ } else {
+ return (pixelRGBA(renderer, x1, y1, r, g, b, a));
+ }
+ }
+ } else if ((dx == dy) && (draw_endpoint)) {
+ /*
+ * Diagonal line (with endpoint)
+ */
+ return (lineRGBA(renderer, x1, y1, x2, y2, r, g, b, a));
+ }
+
+ /*
+ * Adjust for negative dx and set xdir
+ */
+ if (dx >= 0) {
+ xdir = 1;
+ } else {
+ xdir = -1;
+ dx = (-dx);
+ }
+
+ /*
+ * Line is not horizontal, vertical or diagonal (with endpoint)
+ */
+ result = 0;
+
+ /*
+ * Zero accumulator
+ */
+ erracc = 0;
+
+ /*
+ * # of bits by which to shift erracc to get intensity level
+ */
+ intshift = 32 - AAbits;
+
+ /*
+ * Mask used to flip all bits in an intensity weighting
+ */
+ wgtcompmask = AAlevels - 1;
+
+ /*
+ * Draw the initial pixel in the foreground color
+ */
+ result |= pixelRGBA(renderer, x1, y1, r, g, b, a);
+
+ /*
+ * x-major or y-major?
+ */
+ if (dy > dx) {
+
+ /*
+ * y-major. Calculate 16-bit fixed point fractional part of a pixel that
+ * X advances every time Y advances 1 pixel, truncating the result so that
+ * we won't overrun the endpoint along the X axis
+ */
+ /*
+ * Not-so-portable version: erradj = ((Uint64)dx << 32) / (Uint64)dy;
+ */
+ erradj = ((dx << 16) / dy) << 16;
+
+ /*
+ * draw all pixels other than the first and last
+ */
+ x0pxdir = xx0 + xdir;
+ while (--dy) {
+ erracctmp = erracc;
+ erracc += erradj;
+ if (erracc <= erracctmp) {
+ /*
+ * rollover in error accumulator, x coord advances
+ */
+ xx0 = x0pxdir;
+ x0pxdir += xdir;
+ }
+ yy0++; /* y-major so always advance Y */
+
+ /*
+ * the AAbits most significant bits of erracc give us the intensity
+ * weighting for this pixel, and the complement of the weighting for
+ * the paired pixel.
+ */
+ wgt = (erracc >> intshift) & 255;
+ result |= pixelRGBAWeight (renderer, xx0, yy0, r, g, b, a, 255 - wgt);
+ result |= pixelRGBAWeight (renderer, x0pxdir, yy0, r, g, b, a, wgt);
+ }
+
+ } else {
+
+ /*
+ * x-major line. Calculate 16-bit fixed-point fractional part of a pixel
+ * that Y advances each time X advances 1 pixel, truncating the result so
+ * that we won't overrun the endpoint along the X axis.
+ */
+ /*
+ * Not-so-portable version: erradj = ((Uint64)dy << 32) / (Uint64)dx;
+ */
+ erradj = ((dy << 16) / dx) << 16;
+
+ /*
+ * draw all pixels other than the first and last
+ */
+ y0p1 = yy0 + 1;
+ while (--dx) {
+
+ erracctmp = erracc;
+ erracc += erradj;
+ if (erracc <= erracctmp) {
+ /*
+ * Accumulator turned over, advance y
+ */
+ yy0 = y0p1;
+ y0p1++;
+ }
+ xx0 += xdir; /* x-major so always advance X */
+ /*
+ * the AAbits most significant bits of erracc give us the intensity
+ * weighting for this pixel, and the complement of the weighting for
+ * the paired pixel.
+ */
+ wgt = (erracc >> intshift) & 255;
+ result |= pixelRGBAWeight (renderer, xx0, yy0, r, g, b, a, 255 - wgt);
+ result |= pixelRGBAWeight (renderer, xx0, y0p1, r, g, b, a, wgt);
+ }
+ }
+
+ /*
+ * Do we have to draw the endpoint
+ */
+ if (draw_endpoint) {
+ /*
+ * Draw final pixel, always exactly intersected by the line and doesn't
+ * need to be weighted.
+ */
+ result |= pixelRGBA (renderer, x2, y2, r, g, b, a);
+ }
+
+ return (result);
+} + +/*! +\brief Draw anti-aliased line with alpha blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point of the aa-line. +\param y1 Y coordinate of the first point of the aa-line. +\param x2 X coordinate of the second point of the aa-line. +\param y2 Y coordinate of the second point of the aa-line. +\param color The color value of the aa-line to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int aalineColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return _aalineRGBA(renderer, x1, y1, x2, y2, c[0], c[1], c[2], c[3], 1); +} + +/*! +\brief Draw anti-aliased line with alpha blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point of the aa-line. +\param y1 Y coordinate of the first point of the aa-line. +\param x2 X coordinate of the second point of the aa-line. +\param y2 Y coordinate of the second point of the aa-line. +\param r The red value of the aa-line to draw. +\param g The green value of the aa-line to draw. +\param b The blue value of the aa-line to draw. +\param a The alpha value of the aa-line to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int aalineRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + return _aalineRGBA(renderer, x1, y1, x2, y2, r, g, b, a, 1); +} + +/* ----- Circle */ + +/*! +\brief Draw circle with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the circle. +\param y Y coordinate of the center of the circle. +\param rad Radius in pixels of the circle. +\param color The color value of the circle to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int circleColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return ellipseRGBA(renderer, x, y, rad, rad, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw circle with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the circle. +\param y Y coordinate of the center of the circle. +\param rad Radius in pixels of the circle. +\param r The red value of the circle to draw. +\param g The green value of the circle to draw. +\param b The blue value of the circle to draw. +\param a The alpha value of the circle to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int circleRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + return ellipseRGBA(renderer, x, y, rad, rad, r, g, b, a); +} + +/* ----- Arc */ + +/*! +\brief Arc with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the arc. +\param y Y coordinate of the center of the arc. +\param rad Radius in pixels of the arc. +\param start Starting radius in degrees of the arc. 0 degrees is down, increasing counterclockwise. +\param end Ending radius in degrees of the arc. 0 degrees is down, increasing counterclockwise. +\param color The color value of the arc to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int arcColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return arcRGBA(renderer, x, y, rad, start, end, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Arc with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the arc. +\param y Y coordinate of the center of the arc. +\param rad Radius in pixels of the arc. +\param start Starting radius in degrees of the arc. 0 degrees is down, increasing counterclockwise. +\param end Ending radius in degrees of the arc. 0 degrees is down, increasing counterclockwise. +\param r The red value of the arc to draw. +\param g The green value of the arc to draw. +\param b The blue value of the arc to draw. +\param a The alpha value of the arc to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int arcRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result;
+ Sint16 cx = 0;
+ Sint16 cy = rad;
+ Sint16 df = 1 - rad;
+ Sint16 d_e = 3;
+ Sint16 d_se = -2 * rad + 5;
+ Sint16 xpcx, xmcx, xpcy, xmcy;
+ Sint16 ypcy, ymcy, ypcx, ymcx;
+ Uint8 drawoct;
+ int startoct, endoct, oct, stopval_start = 0, stopval_end = 0;
+ double dstart, dend, temp = 0.;
+
+ /*
+ * Sanity check radius
+ */
+ if (rad < 0) {
+ return (-1);
+ }
+
+ /*
+ * Special case for rad=0 - draw a point
+ */
+ if (rad == 0) {
+ return (pixelRGBA(renderer, x, y, r, g, b, a));
+ }
+
+ // Octant labelling
+ //
+ // \ 5 | 6 /
+ // \ | /
+ // 4 \ | / 7
+ // \|/
+ //------+------ +x
+ // /|\
+ // 3 / | \ 0
+ // / | \
+ // / 2 | 1 \
+ // +y
+
+ // Initially reset bitmask to 0x00000000
+ // the set whether or not to keep drawing a given octant.
+ // For example: 0x00111100 means we're drawing in octants 2-5
+ drawoct = 0;
+
+ /*
+ * Fixup angles
+ */
+ start %= 360;
+ end %= 360;
+ // 0 <= start & end < 360; note that sometimes start > end - if so, arc goes back through 0.
+ while (start < 0) start += 360;
+ while (end < 0) end += 360;
+ start %= 360;
+ end %= 360;
+
+ // now, we find which octants we're drawing in.
+ startoct = start / 45;
+ endoct = end / 45;
+ oct = startoct - 1; // we increment as first step in loop
+
+ // stopval_start, stopval_end;
+ // what values of cx to stop at.
+ do {
+ oct = (oct + 1) % 8;
+
+ if (oct == startoct) {
+ // need to compute stopval_start for this octant. Look at picture above if this is unclear
+ dstart = (double)start;
+ switch (oct)
+ {
+ case 0:
+ case 3:
+ temp = sin(dstart * M_PI / 180.);
+ break;
+ case 1:
+ case 6:
+ temp = cos(dstart * M_PI / 180.);
+ break;
+ case 2:
+ case 5:
+ temp = -cos(dstart * M_PI / 180.);
+ break;
+ case 4:
+ case 7:
+ temp = -sin(dstart * M_PI / 180.);
+ break;
+ }
+ temp *= rad;
+ stopval_start = (int)temp; // always round down.
+
+ // This isn't arbitrary, but requires graph paper to explain well.
+ // The basic idea is that we're always changing drawoct after we draw, so we
+ // stop immediately after we render the last sensible pixel at x = ((int)temp).
+
+ // and whether to draw in this octant initially
+ if (oct % 2) drawoct |= (1 << oct); // this is basically like saying drawoct[oct] = true, if drawoct were a bool array
+ else drawoct &= 255 - (1 << oct); // this is basically like saying drawoct[oct] = false
+ }
+ if (oct == endoct) {
+ // need to compute stopval_end for this octant
+ dend = (double)end;
+ switch (oct)
+ {
+ case 0:
+ case 3:
+ temp = sin(dend * M_PI / 180);
+ break;
+ case 1:
+ case 6:
+ temp = cos(dend * M_PI / 180);
+ break;
+ case 2:
+ case 5:
+ temp = -cos(dend * M_PI / 180);
+ break;
+ case 4:
+ case 7:
+ temp = -sin(dend * M_PI / 180);
+ break;
+ }
+ temp *= rad;
+ stopval_end = (int)temp;
+
+ // and whether to draw in this octant initially
+ if (startoct == endoct) {
+ // note: we start drawing, stop, then start again in this case
+ // otherwise: we only draw in this octant, so initialize it to false, it will get set back to true
+ if (start > end) {
+ // unfortunately, if we're in the same octant and need to draw over the whole circle,
+ // we need to set the rest to true, because the while loop will end at the bottom.
+ drawoct = 255;
+ } else {
+ drawoct &= 255 - (1 << oct);
+ }
+ }
+ else if (oct % 2) drawoct &= 255 - (1 << oct);
+ else drawoct |= (1 << oct);
+ } else if (oct != startoct) { // already verified that it's != endoct
+ drawoct |= (1 << oct); // draw this entire segment
+ }
+ } while (oct != endoct);
+
+ // so now we have what octants to draw and when to draw them. all that's left is the actual raster code.
+
+ /*
+ * Set color
+ */
+ result = 0; + result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); +
+ /*
+ * Draw arc
+ */
+ do {
+ ypcy = y + cy;
+ ymcy = y - cy;
+ if (cx > 0) {
+ xpcx = x + cx;
+ xmcx = x - cx;
+
+ // always check if we're drawing a certain octant before adding a pixel to that octant.
+ if (drawoct & 4) result |= pixel(renderer, xmcx, ypcy);
+ if (drawoct & 2) result |= pixel(renderer, xpcx, ypcy);
+ if (drawoct & 32) result |= pixel(renderer, xmcx, ymcy);
+ if (drawoct & 64) result |= pixel(renderer, xpcx, ymcy);
+ } else {
+ if (drawoct & 96) result |= pixel(renderer, x, ymcy);
+ if (drawoct & 6) result |= pixel(renderer, x, ypcy);
+ }
+
+ xpcy = x + cy;
+ xmcy = x - cy;
+ if (cx > 0 && cx != cy) {
+ ypcx = y + cx;
+ ymcx = y - cx;
+ if (drawoct & 8) result |= pixel(renderer, xmcy, ypcx);
+ if (drawoct & 1) result |= pixel(renderer, xpcy, ypcx);
+ if (drawoct & 16) result |= pixel(renderer, xmcy, ymcx);
+ if (drawoct & 128) result |= pixel(renderer, xpcy, ymcx);
+ } else if (cx == 0) {
+ if (drawoct & 24) result |= pixel(renderer, xmcy, y);
+ if (drawoct & 129) result |= pixel(renderer, xpcy, y);
+ }
+
+ /*
+ * Update whether we're drawing an octant
+ */
+ if (stopval_start == cx) {
+ // works like an on-off switch.
+ // This is just in case start & end are in the same octant.
+ if (drawoct & (1 << startoct)) drawoct &= 255 - (1 << startoct);
+ else drawoct |= (1 << startoct);
+ }
+ if (stopval_end == cx) {
+ if (drawoct & (1 << endoct)) drawoct &= 255 - (1 << endoct);
+ else drawoct |= (1 << endoct);
+ }
+
+ /*
+ * Update pixels
+ */
+ if (df < 0) {
+ df += d_e;
+ d_e += 2;
+ d_se += 2;
+ } else {
+ df += d_se;
+ d_e += 2;
+ d_se += 4;
+ cy--;
+ }
+ cx++;
+ } while (cx <= cy);
+
+ return (result); +} + +/* ----- AA Circle */ + +/*! +\brief Draw anti-aliased circle with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the aa-circle. +\param y Y coordinate of the center of the aa-circle. +\param rad Radius in pixels of the aa-circle. +\param color The color value of the aa-circle to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int aacircleColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return aaellipseRGBA(renderer, x, y, rad, rad, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw anti-aliased circle with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the aa-circle. +\param y Y coordinate of the center of the aa-circle. +\param rad Radius in pixels of the aa-circle. +\param r The red value of the aa-circle to draw. +\param g The green value of the aa-circle to draw. +\param b The blue value of the aa-circle to draw. +\param a The alpha value of the aa-circle to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int aacircleRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + /* + * Draw + */ + return aaellipseRGBA(renderer, x, y, rad, rad, r, g, b, a); +} + +/* ----- Filled Circle */ + +/*! +\brief Draw filled circle with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the filled circle. +\param y Y coordinate of the center of the filled circle. +\param rad Radius in pixels of the filled circle. +\param color The color value of the filled circle to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int filledCircleColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return filledEllipseRGBA(renderer, x, y, rad, rad, c[0], c[1], c[2], c[3]); +}
+ +/*! +\brief Draw filled circle with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the filled circle. +\param y Y coordinate of the center of the filled circle. +\param rad Radius in pixels of the filled circle. +\param r The red value of the filled circle to draw. +\param g The green value of the filled circle to draw. +\param b The blue value of the filled circle to draw. +\param a The alpha value of the filled circle to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int filledCircleRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result;
+ Sint16 cx = 0;
+ Sint16 cy = rad;
+ Sint16 ocx = (Sint16) 0xffff;
+ Sint16 ocy = (Sint16) 0xffff;
+ Sint16 df = 1 - rad;
+ Sint16 d_e = 3;
+ Sint16 d_se = -2 * rad + 5;
+ Sint16 xpcx, xmcx, xpcy, xmcy;
+ Sint16 ypcy, ymcy, ypcx, ymcx;
+
+ /*
+ * Sanity check radius
+ */
+ if (rad < 0) {
+ return (-1);
+ }
+
+ /*
+ * Special case for rad=0 - draw a point
+ */
+ if (rad == 0) {
+ return (pixelRGBA(renderer, x, y, r, g, b, a));
+ }
+
+ /*
+ * Set color
+ */
+ result = 0;
+ result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); +
+ /*
+ * Draw
+ */
+ do {
+ xpcx = x + cx;
+ xmcx = x - cx;
+ xpcy = x + cy;
+ xmcy = x - cy;
+ if (ocy != cy) {
+ if (cy > 0) {
+ ypcy = y + cy;
+ ymcy = y - cy;
+ result |= hline(renderer, xmcx, xpcx, ypcy);
+ result |= hline(renderer, xmcx, xpcx, ymcy);
+ } else {
+ result |= hline(renderer, xmcx, xpcx, y);
+ }
+ ocy = cy;
+ }
+ if (ocx != cx) {
+ if (cx != cy) {
+ if (cx > 0) {
+ ypcx = y + cx;
+ ymcx = y - cx;
+ result |= hline(renderer, xmcy, xpcy, ymcx);
+ result |= hline(renderer, xmcy, xpcy, ypcx);
+ } else {
+ result |= hline(renderer, xmcy, xpcy, y);
+ }
+ }
+ ocx = cx;
+ }
+
+ /*
+ * Update
+ */
+ if (df < 0) {
+ df += d_e;
+ d_e += 2;
+ d_se += 2;
+ } else {
+ df += d_se;
+ d_e += 2;
+ d_se += 4;
+ cy--;
+ }
+ cx++;
+ } while (cx <= cy);
+
+ return (result); +} + +/* ----- Ellipse */ + +/*! +\brief Draw ellipse with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the ellipse. +\param y Y coordinate of the center of the ellipse. +\param rx Horizontal radius in pixels of the ellipse. +\param ry Vertical radius in pixels of the ellipse. +\param color The color value of the ellipse to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int ellipseColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint32 color) +{
+ Uint8 *c = (Uint8 *)&color; + return ellipseRGBA(renderer, x, y, rx, ry, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw ellipse with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the ellipse. +\param y Y coordinate of the center of the ellipse. +\param rx Horizontal radius in pixels of the ellipse. +\param ry Vertical radius in pixels of the ellipse. +\param r The red value of the ellipse to draw. +\param g The green value of the ellipse to draw. +\param b The blue value of the ellipse to draw. +\param a The alpha value of the ellipse to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int ellipseRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result;
+ int ix, iy;
+ int h, i, j, k;
+ int oh, oi, oj, ok;
+ int xmh, xph, ypk, ymk;
+ int xmi, xpi, ymj, ypj;
+ int xmj, xpj, ymi, ypi;
+ int xmk, xpk, ymh, yph;
+
+ /*
+ * Sanity check radii
+ */
+ if ((rx < 0) || (ry < 0)) {
+ return (-1);
+ }
+
+ /*
+ * Special case for rx=0 - draw a vline
+ */
+ if (rx == 0) {
+ return (vlineRGBA(renderer, x, y - ry, y + ry, r, g, b, a));
+ }
+ /*
+ * Special case for ry=0 - draw a hline
+ */
+ if (ry == 0) {
+ return (hlineRGBA(renderer, x - rx, x + rx, y, r, g, b, a));
+ }
+
+ /*
+ * Set color
+ */
+ result = 0;
+ result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); +
+ /*
+ * Init vars
+ */
+ oh = oi = oj = ok = 0xFFFF;
+
+ /*
+ * Draw
+ */
+ if (rx > ry) {
+ ix = 0;
+ iy = rx * 64;
+
+ do {
+ h = (ix + 32) >> 6;
+ i = (iy + 32) >> 6;
+ j = (h * ry) / rx;
+ k = (i * ry) / rx;
+
+ if (((ok != k) && (oj != k)) || ((oj != j) && (ok != j)) || (k != j)) {
+ xph = x + h;
+ xmh = x - h;
+ if (k > 0) {
+ ypk = y + k;
+ ymk = y - k;
+ result |= pixel(renderer, xmh, ypk);
+ result |= pixel(renderer, xph, ypk);
+ result |= pixel(renderer, xmh, ymk);
+ result |= pixel(renderer, xph, ymk);
+ } else {
+ result |= pixel(renderer, xmh, y);
+ result |= pixel(renderer, xph, y);
+ }
+ ok = k;
+ xpi = x + i;
+ xmi = x - i;
+ if (j > 0) {
+ ypj = y + j;
+ ymj = y - j;
+ result |= pixel(renderer, xmi, ypj);
+ result |= pixel(renderer, xpi, ypj);
+ result |= pixel(renderer, xmi, ymj);
+ result |= pixel(renderer, xpi, ymj);
+ } else {
+ result |= pixel(renderer, xmi, y);
+ result |= pixel(renderer, xpi, y);
+ }
+ oj = j;
+ }
+
+ ix = ix + iy / rx;
+ iy = iy - ix / rx;
+
+ } while (i > h);
+ } else {
+ ix = 0;
+ iy = ry * 64;
+
+ do {
+ h = (ix + 32) >> 6;
+ i = (iy + 32) >> 6;
+ j = (h * rx) / ry;
+ k = (i * rx) / ry;
+
+ if (((oi != i) && (oh != i)) || ((oh != h) && (oi != h) && (i != h))) {
+ xmj = x - j;
+ xpj = x + j;
+ if (i > 0) {
+ ypi = y + i;
+ ymi = y - i;
+ result |= pixel(renderer, xmj, ypi);
+ result |= pixel(renderer, xpj, ypi);
+ result |= pixel(renderer, xmj, ymi);
+ result |= pixel(renderer, xpj, ymi);
+ } else {
+ result |= pixel(renderer, xmj, y);
+ result |= pixel(renderer, xpj, y);
+ }
+ oi = i;
+ xmk = x - k;
+ xpk = x + k;
+ if (h > 0) {
+ yph = y + h;
+ ymh = y - h;
+ result |= pixel(renderer, xmk, yph);
+ result |= pixel(renderer, xpk, yph);
+ result |= pixel(renderer, xmk, ymh);
+ result |= pixel(renderer, xpk, ymh);
+ } else {
+ result |= pixel(renderer, xmk, y);
+ result |= pixel(renderer, xpk, y);
+ }
+ oh = h;
+ }
+
+ ix = ix + iy / ry;
+ iy = iy - ix / ry;
+
+ } while (i > h);
+ }
+
+ return (result);
+} + +/* ----- AA Ellipse */ + +/* Windows targets do not have lrint, so provide a local inline version */
+#if defined(_MSC_VER)
+/* Detect 64bit and use intrinsic version */
+#ifdef _M_X64
+#include <emmintrin.h>
+static __inline long
+ lrint(float f)
+{
+ return _mm_cvtss_si32(_mm_load_ss(&f));
+}
+#elif defined(_M_IX86)
+__inline long int
+ lrint (double flt)
+{
+ int intgr;
+ _asm
+ {
+ fld flt
+ fistp intgr
+ };
+ return intgr;
+}
+#elif defined(_M_ARM)
+#include <armintr.h>
+#pragma warning(push)
+#pragma warning(disable: 4716)
+__declspec(naked) long int
+ lrint (double flt)
+{
+ __emit(0xEC410B10); // fmdrr d0, r0, r1
+ __emit(0xEEBD0B40); // ftosid s0, d0
+ __emit(0xEE100A10); // fmrs r0, s0
+ __emit(0xE12FFF1E); // bx lr
+}
+#pragma warning(pop)
+#else
+#error lrint needed for MSVC on non X86/AMD64/ARM targets.
+#endif
+#endif + +/*! +\brief Draw anti-aliased ellipse with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the aa-ellipse. +\param y Y coordinate of the center of the aa-ellipse. +\param rx Horizontal radius in pixels of the aa-ellipse. +\param ry Vertical radius in pixels of the aa-ellipse. +\param color The color value of the aa-ellipse to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int aaellipseColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return aaellipseRGBA(renderer, x, y, rx, ry, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw anti-aliased ellipse with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the aa-ellipse. +\param y Y coordinate of the center of the aa-ellipse. +\param rx Horizontal radius in pixels of the aa-ellipse. +\param ry Vertical radius in pixels of the aa-ellipse. +\param r The red value of the aa-ellipse to draw. +\param g The green value of the aa-ellipse to draw. +\param b The blue value of the aa-ellipse to draw. +\param a The alpha value of the aa-ellipse to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int aaellipseRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result;
+ int i;
+ int a2, b2, ds, dt, dxt, t, s, d;
+ Sint16 xp, yp, xs, ys, dyt, od, xx, yy, xc2, yc2;
+ float cp;
+ double sab;
+ Uint8 weight, iweight;
+
+ /*
+ * Sanity check radii
+ */
+ if ((rx < 0) || (ry < 0)) {
+ return (-1);
+ }
+
+ /*
+ * Special case for rx=0 - draw a vline
+ */
+ if (rx == 0) {
+ return (vlineRGBA(renderer, x, y - ry, y + ry, r, g, b, a));
+ }
+ /*
+ * Special case for ry=0 - draw an hline
+ */
+ if (ry == 0) {
+ return (hlineRGBA(renderer, x - rx, x + rx, y, r, g, b, a));
+ }
+
+ /* Variable setup */
+ a2 = rx * rx;
+ b2 = ry * ry;
+
+ ds = 2 * a2;
+ dt = 2 * b2;
+
+ xc2 = 2 * x;
+ yc2 = 2 * y;
+
+ sab = sqrt((double)(a2 + b2));
+ od = (Sint16)lrint(sab*0.01) + 1; /* introduce some overdraw */
+ dxt = (Sint16)lrint((double)a2 / sab) + od;
+
+ t = 0;
+ s = -2 * a2 * ry;
+ d = 0;
+
+ xp = x;
+ yp = y - ry;
+
+ /* Draw */
+ result = 0;
+ result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); +
+ /* "End points" */
+ result |= pixelRGBA(renderer, xp, yp, r, g, b, a);
+ result |= pixelRGBA(renderer, xc2 - xp, yp, r, g, b, a);
+ result |= pixelRGBA(renderer, xp, yc2 - yp, r, g, b, a);
+ result |= pixelRGBA(renderer, xc2 - xp, yc2 - yp, r, g, b, a);
+
+ for (i = 1; i <= dxt; i++) {
+ xp--;
+ d += t - b2;
+
+ if (d >= 0)
+ ys = yp - 1;
+ else if ((d - s - a2) > 0) {
+ if ((2 * d - s - a2) >= 0)
+ ys = yp + 1;
+ else {
+ ys = yp;
+ yp++;
+ d -= s + a2;
+ s += ds;
+ }
+ } else {
+ yp++;
+ ys = yp + 1;
+ d -= s + a2;
+ s += ds;
+ }
+
+ t -= dt;
+
+ /* Calculate alpha */
+ if (s != 0) {
+ cp = (float) abs(d) / (float) abs(s);
+ if (cp > 1.0) {
+ cp = 1.0;
+ }
+ } else {
+ cp = 1.0;
+ }
+
+ /* Calculate weights */
+ weight = (Uint8) (cp * 255);
+ iweight = 255 - weight;
+
+ /* Upper half */
+ xx = xc2 - xp;
+ result |= pixelRGBAWeight(renderer, xp, yp, r, g, b, a, iweight);
+ result |= pixelRGBAWeight(renderer, xx, yp, r, g, b, a, iweight);
+
+ result |= pixelRGBAWeight(renderer, xp, ys, r, g, b, a, weight);
+ result |= pixelRGBAWeight(renderer, xx, ys, r, g, b, a, weight);
+
+ /* Lower half */
+ yy = yc2 - yp;
+ result |= pixelRGBAWeight(renderer, xp, yy, r, g, b, a, iweight);
+ result |= pixelRGBAWeight(renderer, xx, yy, r, g, b, a, iweight);
+
+ yy = yc2 - ys;
+ result |= pixelRGBAWeight(renderer, xp, yy, r, g, b, a, weight);
+ result |= pixelRGBAWeight(renderer, xx, yy, r, g, b, a, weight);
+ }
+
+ /* Replaces original approximation code dyt = abs(yp - yc); */
+ dyt = (Sint16)lrint((double)b2 / sab ) + od;
+
+ for (i = 1; i <= dyt; i++) {
+ yp++;
+ d -= s + a2;
+
+ if (d <= 0)
+ xs = xp + 1;
+ else if ((d + t - b2) < 0) {
+ if ((2 * d + t - b2) <= 0)
+ xs = xp - 1;
+ else {
+ xs = xp;
+ xp--;
+ d += t - b2;
+ t -= dt;
+ }
+ } else {
+ xp--;
+ xs = xp - 1;
+ d += t - b2;
+ t -= dt;
+ }
+
+ s += ds;
+
+ /* Calculate alpha */
+ if (t != 0) {
+ cp = (float) abs(d) / (float) abs(t);
+ if (cp > 1.0) {
+ cp = 1.0;
+ }
+ } else {
+ cp = 1.0;
+ }
+
+ /* Calculate weight */
+ weight = (Uint8) (cp * 255);
+ iweight = 255 - weight;
+
+ /* Left half */
+ xx = xc2 - xp;
+ yy = yc2 - yp;
+ result |= pixelRGBAWeight(renderer, xp, yp, r, g, b, a, iweight);
+ result |= pixelRGBAWeight(renderer, xx, yp, r, g, b, a, iweight);
+
+ result |= pixelRGBAWeight(renderer, xp, yy, r, g, b, a, iweight);
+ result |= pixelRGBAWeight(renderer, xx, yy, r, g, b, a, iweight);
+
+ /* Right half */
+ xx = xc2 - xs;
+ result |= pixelRGBAWeight(renderer, xs, yp, r, g, b, a, weight);
+ result |= pixelRGBAWeight(renderer, xx, yp, r, g, b, a, weight);
+
+ result |= pixelRGBAWeight(renderer, xs, yy, r, g, b, a, weight);
+ result |= pixelRGBAWeight(renderer, xx, yy, r, g, b, a, weight);
+ }
+
+ return (result); +} + +/* ---- Filled Ellipse */ + +/*! +\brief Draw filled ellipse with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the filled ellipse. +\param y Y coordinate of the center of the filled ellipse. +\param rx Horizontal radius in pixels of the filled ellipse. +\param ry Vertical radius in pixels of the filled ellipse. +\param color The color value of the filled ellipse to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int filledEllipseColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return filledEllipseRGBA(renderer, x, y, rx, ry, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw filled ellipse with blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the filled ellipse. +\param y Y coordinate of the center of the filled ellipse. +\param rx Horizontal radius in pixels of the filled ellipse. +\param ry Vertical radius in pixels of the filled ellipse. +\param r The red value of the filled ellipse to draw. +\param g The green value of the filled ellipse to draw. +\param b The blue value of the filled ellipse to draw. +\param a The alpha value of the filled ellipse to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int filledEllipseRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result;
+ int ix, iy;
+ int h, i, j, k;
+ int oh, oi, oj, ok;
+ int xmh, xph;
+ int xmi, xpi;
+ int xmj, xpj;
+ int xmk, xpk;
+
+ /*
+ * Sanity check radii
+ */
+ if ((rx < 0) || (ry < 0)) {
+ return (-1);
+ }
+
+ /*
+ * Special case for rx=0 - draw a vline
+ */
+ if (rx == 0) {
+ return (vlineRGBA(renderer, x, y - ry, y + ry, r, g, b, a));
+ }
+ /*
+ * Special case for ry=0 - draw a hline
+ */
+ if (ry == 0) {
+ return (hlineRGBA(renderer, x - rx, x + rx, y, r, g, b, a));
+ }
+
+ /*
+ * Set color
+ */
+ result = 0;
+ result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);
+
+ /*
+ * Init vars
+ */
+ oh = oi = oj = ok = 0xFFFF;
+
+ /*
+ * Draw
+ */
+ if (rx > ry) {
+ ix = 0;
+ iy = rx * 64;
+
+ do {
+ h = (ix + 32) >> 6;
+ i = (iy + 32) >> 6;
+ j = (h * ry) / rx;
+ k = (i * ry) / rx;
+
+ if ((ok != k) && (oj != k)) {
+ xph = x + h;
+ xmh = x - h;
+ if (k > 0) {
+ result |= hline(renderer, xmh, xph, y + k);
+ result |= hline(renderer, xmh, xph, y - k);
+ } else {
+ result |= hline(renderer, xmh, xph, y);
+ }
+ ok = k;
+ }
+ if ((oj != j) && (ok != j) && (k != j)) {
+ xmi = x - i;
+ xpi = x + i;
+ if (j > 0) {
+ result |= hline(renderer, xmi, xpi, y + j);
+ result |= hline(renderer, xmi, xpi, y - j);
+ } else {
+ result |= hline(renderer, xmi, xpi, y);
+ }
+ oj = j;
+ }
+
+ ix = ix + iy / rx;
+ iy = iy - ix / rx;
+
+ } while (i > h);
+ } else {
+ ix = 0;
+ iy = ry * 64;
+
+ do {
+ h = (ix + 32) >> 6;
+ i = (iy + 32) >> 6;
+ j = (h * rx) / ry;
+ k = (i * rx) / ry;
+
+ if ((oi != i) && (oh != i)) {
+ xmj = x - j;
+ xpj = x + j;
+ if (i > 0) {
+ result |= hline(renderer, xmj, xpj, y + i);
+ result |= hline(renderer, xmj, xpj, y - i);
+ } else {
+ result |= hline(renderer, xmj, xpj, y);
+ }
+ oi = i;
+ }
+ if ((oh != h) && (oi != h) && (i != h)) {
+ xmk = x - k;
+ xpk = x + k;
+ if (h > 0) {
+ result |= hline(renderer, xmk, xpk, y + h);
+ result |= hline(renderer, xmk, xpk, y - h);
+ } else {
+ result |= hline(renderer, xmk, xpk, y);
+ }
+ oh = h;
+ }
+
+ ix = ix + iy / ry;
+ iy = iy - ix / ry;
+
+ } while (i > h);
+ }
+
+ return (result); +} + +/* ----- Pie */ + +/*! +\brief Internal float (low-speed) pie-calc implementation by drawing polygons. + +Note: Determines vertex array and uses polygon or filledPolygon drawing routines to render. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the pie. +\param y Y coordinate of the center of the pie. +\param rad Radius in pixels of the pie. +\param start Starting radius in degrees of the pie. +\param end Ending radius in degrees of the pie. +\param color The color value of the pie to draw (0xRRGGBBAA). +\param filled Flag indicating if the pie should be filled (=1) or not (=0). + +\returns Returns 0 on success, -1 on failure. +*/ +int _pieRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Uint8 filled) +{ + int result; + double angle, start_angle, end_angle; + double deltaAngle; + double dr; + int numpoints, i; + Sint16 *vx, *vy; + + /* + * Sanity check radii + */ + if (rad < 0) { + return (-1); + } + + /* + * Fixup angles + */ + start = start % 360; + end = end % 360; + + /* + * Special case for rad=0 - draw a point + */ + if (rad == 0) { + return (pixelRGBA(renderer, x, y, r, g, b, a)); + } + + /* + * Variable setup + */ + dr = (double) rad; + deltaAngle = 3.0 / dr; + start_angle = (double) start *(2.0 * M_PI / 360.0); + end_angle = (double) end *(2.0 * M_PI / 360.0); + if (start > end) { + end_angle += (2.0 * M_PI); + } + + /* We will always have at least 2 points */ + numpoints = 2; + + /* Count points (rather than calculating it) */ + angle = start_angle; + while (angle < end_angle) { + angle += deltaAngle; + numpoints++; + } + + /* Allocate combined vertex array */ + vx = vy = (Sint16 *) malloc(2 * sizeof(Uint16) * numpoints); + if (vx == NULL) { + return (-1); + } + + /* Update point to start of vy */ + vy += numpoints; + + /* Center */ + vx[0] = x; + vy[0] = y; + + /* First vertex */ + angle = start_angle; + vx[1] = x + (int) (dr * cos(angle)); + vy[1] = y + (int) (dr * sin(angle)); + + if (numpoints<3) + { + result = lineRGBA(renderer, vx[0], vy[0], vx[1], vy[1], r, g, b, a); + } + else + { + /* Calculate other vertices */ + i = 2; + angle = start_angle; + while (angle < end_angle) { + angle += deltaAngle; + if (angle>end_angle) + { + angle = end_angle; + } + vx[i] = x + (int) (dr * cos(angle)); + vy[i] = y + (int) (dr * sin(angle)); + i++; + } + + /* Draw */ + if (filled) { + result = filledPolygonRGBA(renderer, vx, vy, numpoints, r, g, b, a); + } else { + result = polygonRGBA(renderer, vx, vy, numpoints, r, g, b, a); + } + } + + /* Free combined vertex array */ + free(vx); + + return (result); +} + +/*! +\brief Draw pie (outline) with alpha blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the pie. +\param y Y coordinate of the center of the pie. +\param rad Radius in pixels of the pie. +\param start Starting radius in degrees of the pie. +\param end Ending radius in degrees of the pie. +\param color The color value of the pie to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int pieColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, + Sint16 start, Sint16 end, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return _pieRGBA(renderer, x, y, rad, start, end, c[0], c[1], c[2], c[3], 0); +} + +/*! +\brief Draw pie (outline) with alpha blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the pie. +\param y Y coordinate of the center of the pie. +\param rad Radius in pixels of the pie. +\param start Starting radius in degrees of the pie. +\param end Ending radius in degrees of the pie. +\param r The red value of the pie to draw. +\param g The green value of the pie to draw. +\param b The blue value of the pie to draw. +\param a The alpha value of the pie to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int pieRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, + Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + return _pieRGBA(renderer, x, y, rad, start, end, r, g, b, a, 0); +} + +/*! +\brief Draw filled pie with alpha blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the filled pie. +\param y Y coordinate of the center of the filled pie. +\param rad Radius in pixels of the filled pie. +\param start Starting radius in degrees of the filled pie. +\param end Ending radius in degrees of the filled pie. +\param color The color value of the filled pie to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int filledPieColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return _pieRGBA(renderer, x, y, rad, start, end, c[0], c[1], c[2], c[3], 1); +} + +/*! +\brief Draw filled pie with alpha blending. + +\param renderer The renderer to draw on. +\param x X coordinate of the center of the filled pie. +\param y Y coordinate of the center of the filled pie. +\param rad Radius in pixels of the filled pie. +\param start Starting radius in degrees of the filled pie. +\param end Ending radius in degrees of the filled pie. +\param r The red value of the filled pie to draw. +\param g The green value of the filled pie to draw. +\param b The blue value of the filled pie to draw. +\param a The alpha value of the filled pie to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int filledPieRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, Sint16 rad, + Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + return _pieRGBA(renderer, x, y, rad, start, end, r, g, b, a, 1); +} + +/* ------ Trigon */ + +/*! +\brief Draw trigon (triangle outline) with alpha blending. + +Note: Creates vertex array and uses polygon routine to render. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point of the trigon. +\param y1 Y coordinate of the first point of the trigon. +\param x2 X coordinate of the second point of the trigon. +\param y2 Y coordinate of the second point of the trigon. +\param x3 X coordinate of the third point of the trigon. +\param y3 Y coordinate of the third point of the trigon. +\param color The color value of the trigon to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int trigonColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint32 color) +{ + Sint16 vx[3]; + Sint16 vy[3]; + + vx[0]=x1; + vx[1]=x2; + vx[2]=x3; + vy[0]=y1; + vy[1]=y2; + vy[2]=y3; + + return(polygonColor(renderer,vx,vy,3,color)); +} + +/*! +\brief Draw trigon (triangle outline) with alpha blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point of the trigon. +\param y1 Y coordinate of the first point of the trigon. +\param x2 X coordinate of the second point of the trigon. +\param y2 Y coordinate of the second point of the trigon. +\param x3 X coordinate of the third point of the trigon. +\param y3 Y coordinate of the third point of the trigon. +\param r The red value of the trigon to draw. +\param g The green value of the trigon to draw. +\param b The blue value of the trigon to draw. +\param a The alpha value of the trigon to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int trigonRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, + Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + Sint16 vx[3]; + Sint16 vy[3]; + + vx[0]=x1; + vx[1]=x2; + vx[2]=x3; + vy[0]=y1; + vy[1]=y2; + vy[2]=y3; + + return(polygonRGBA(renderer,vx,vy,3,r,g,b,a)); +} + +/* ------ AA-Trigon */ + +/*! +\brief Draw anti-aliased trigon (triangle outline) with alpha blending. + +Note: Creates vertex array and uses aapolygon routine to render. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point of the aa-trigon. +\param y1 Y coordinate of the first point of the aa-trigon. +\param x2 X coordinate of the second point of the aa-trigon. +\param y2 Y coordinate of the second point of the aa-trigon. +\param x3 X coordinate of the third point of the aa-trigon. +\param y3 Y coordinate of the third point of the aa-trigon. +\param color The color value of the aa-trigon to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int aatrigonColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint32 color) +{ + Sint16 vx[3]; + Sint16 vy[3]; + + vx[0]=x1; + vx[1]=x2; + vx[2]=x3; + vy[0]=y1; + vy[1]=y2; + vy[2]=y3; + + return(aapolygonColor(renderer,vx,vy,3,color)); +} + +/*! +\brief Draw anti-aliased trigon (triangle outline) with alpha blending. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point of the aa-trigon. +\param y1 Y coordinate of the first point of the aa-trigon. +\param x2 X coordinate of the second point of the aa-trigon. +\param y2 Y coordinate of the second point of the aa-trigon. +\param x3 X coordinate of the third point of the aa-trigon. +\param y3 Y coordinate of the third point of the aa-trigon. +\param r The red value of the aa-trigon to draw. +\param g The green value of the aa-trigon to draw. +\param b The blue value of the aa-trigon to draw. +\param a The alpha value of the aa-trigon to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int aatrigonRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, + Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + Sint16 vx[3]; + Sint16 vy[3]; + + vx[0]=x1; + vx[1]=x2; + vx[2]=x3; + vy[0]=y1; + vy[1]=y2; + vy[2]=y3; + + return(aapolygonRGBA(renderer,vx,vy,3,r,g,b,a)); +} + +/* ------ Filled Trigon */ + +/*! +\brief Draw filled trigon (triangle) with alpha blending. + +Note: Creates vertex array and uses aapolygon routine to render. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point of the filled trigon. +\param y1 Y coordinate of the first point of the filled trigon. +\param x2 X coordinate of the second point of the filled trigon. +\param y2 Y coordinate of the second point of the filled trigon. +\param x3 X coordinate of the third point of the filled trigon. +\param y3 Y coordinate of the third point of the filled trigon. +\param color The color value of the filled trigon to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int filledTrigonColor(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint32 color) +{ + Sint16 vx[3]; + Sint16 vy[3]; + + vx[0]=x1; + vx[1]=x2; + vx[2]=x3; + vy[0]=y1; + vy[1]=y2; + vy[2]=y3; + + return(filledPolygonColor(renderer,vx,vy,3,color)); +} + +/*! +\brief Draw filled trigon (triangle) with alpha blending. + +Note: Creates vertex array and uses aapolygon routine to render. + +\param renderer The renderer to draw on. +\param x1 X coordinate of the first point of the filled trigon. +\param y1 Y coordinate of the first point of the filled trigon. +\param x2 X coordinate of the second point of the filled trigon. +\param y2 Y coordinate of the second point of the filled trigon. +\param x3 X coordinate of the third point of the filled trigon. +\param y3 Y coordinate of the third point of the filled trigon. +\param r The red value of the filled trigon to draw. +\param g The green value of the filled trigon to draw. +\param b The blue value of the filled trigon to draw. +\param a The alpha value of the filled trigon to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int filledTrigonRGBA(SDL_Renderer * renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, + Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + Sint16 vx[3]; + Sint16 vy[3]; + + vx[0]=x1; + vx[1]=x2; + vx[2]=x3; + vy[0]=y1; + vy[1]=y2; + vy[2]=y3; + + return(filledPolygonRGBA(renderer,vx,vy,3,r,g,b,a)); +} + +/* ---- Polygon */ + +/*! +\brief Draw polygon with alpha blending. + +\param renderer The renderer to draw on. +\param vx Vertex array containing X coordinates of the points of the polygon. +\param vy Vertex array containing Y coordinates of the points of the polygon. +\param n Number of points in the vertex array. Minimum number is 3. +\param color The color value of the polygon to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int polygonColor(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return polygonRGBA(renderer, vx, vy, n, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw polygon with the currently set color and blend mode. + +\param renderer The renderer to draw on. +\param vx Vertex array containing X coordinates of the points of the polygon. +\param vy Vertex array containing Y coordinates of the points of the polygon. +\param n Number of points in the vertex array. Minimum number is 3. +\param r The red value of the polygon to draw. +\param g The green value of the polygon to draw. +\param b The blue value of the polygon to draw. +\param a The alpha value of the polygon to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int polygon(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n) +{ + /* + * Draw + */ + int result; + int i, nn; + SDL_Point* points; + + /* + * Vertex array NULL check + */ + if (vx == NULL) { + return (-1); + } + if (vy == NULL) { + return (-1); + } + + /* + * Sanity check + */ + if (n < 3) { + return (-1); + } + + /* + * Create array of points + */ + nn = n + 1; + points = (SDL_Point*)malloc(sizeof(SDL_Point) * nn); + if (points == NULL) + { + return -1; + } + for (i=0; i<n; i++) + { + points[i].x = vx[i]; + points[i].y = vy[i]; + } + points[n].x = vx[0]; + points[n].y = vy[0]; + + /* + * Draw + */ + result |= SDL_RenderDrawLines(renderer, points, nn); + free(points); + + return (result); +} + +/*! +\brief Draw polygon with alpha blending. + +\param renderer The renderer to draw on. +\param vx Vertex array containing X coordinates of the points of the polygon. +\param vy Vertex array containing Y coordinates of the points of the polygon. +\param n Number of points in the vertex array. Minimum number is 3. +\param r The red value of the polygon to draw. +\param g The green value of the polygon to draw. +\param b The blue value of the polygon to draw. +\param a The alpha value of the polygon to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int polygonRGBA(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + /* + * Draw + */ + int result; + const Sint16 *x1, *y1, *x2, *y2; + + /* + * Vertex array NULL check + */ + if (vx == NULL) { + return (-1); + } + if (vy == NULL) { + return (-1); + } + + /* + * Sanity check + */ + if (n < 3) { + return (-1); + } + + /* + * Pointer setup + */ + x1 = x2 = vx; + y1 = y2 = vy; + x2++; + y2++; + + /* + * Set color + */ + result = 0; + result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); + + /* + * Draw + */ + result |= polygon(renderer, vx, vy, n); + + return (result); +} + +/* ---- AA-Polygon */ + +/*! +\brief Draw anti-aliased polygon with alpha blending. + +\param renderer The renderer to draw on. +\param vx Vertex array containing X coordinates of the points of the aa-polygon. +\param vy Vertex array containing Y coordinates of the points of the aa-polygon. +\param n Number of points in the vertex array. Minimum number is 3. +\param color The color value of the aa-polygon to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int aapolygonColor(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return aapolygonRGBA(renderer, vx, vy, n, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw anti-aliased polygon with alpha blending. + +\param renderer The renderer to draw on. +\param vx Vertex array containing X coordinates of the points of the aa-polygon. +\param vy Vertex array containing Y coordinates of the points of the aa-polygon. +\param n Number of points in the vertex array. Minimum number is 3. +\param r The red value of the aa-polygon to draw. +\param g The green value of the aa-polygon to draw. +\param b The blue value of the aa-polygon to draw. +\param a The alpha value of the aa-polygon to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int aapolygonRGBA(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result; + int i; + const Sint16 *x1, *y1, *x2, *y2; + + /* + * Vertex array NULL check + */ + if (vx == NULL) { + return (-1); + } + if (vy == NULL) { + return (-1); + } + + /* + * Sanity check + */ + if (n < 3) { + return (-1); + } + + /* + * Pointer setup + */ + x1 = x2 = vx; + y1 = y2 = vy; + x2++; + y2++; + + /* + * Draw + */ + result = 0; + for (i = 1; i < n; i++) { + result |= _aalineRGBA(renderer, *x1, *y1, *x2, *y2, r, g, b, a, 0); + x1 = x2; + y1 = y2; + x2++; + y2++; + } + + result |= _aalineRGBA(renderer, *x1, *y1, *vx, *vy, r, g, b, a, 0); + + return (result); +} + +/* ---- Filled Polygon */ +
+/*!
+\brief Internal helper qsort callback functions used in filled polygon drawing.
+
+\param a The surface to draw on.
+\param b Vertex array containing X coordinates of the points of the polygon.
+
+\returns Returns 0 if a==b, a negative number if a<b or a positive number if a>b.
+*/
+int _gfxPrimitivesCompareInt(const void *a, const void *b)
+{
+ return (*(const int *) a) - (*(const int *) b);
+}
+
+/*!
+\brief Global vertex array to use if optional parameters are not given in filledPolygonMT calls.
+
+Note: Used for non-multithreaded (default) operation of filledPolygonMT.
+*/
+static int *gfxPrimitivesPolyIntsGlobal = NULL;
+
+/*!
+\brief Flag indicating if global vertex array was already allocated.
+
+Note: Used for non-multithreaded (default) operation of filledPolygonMT.
+*/
+static int gfxPrimitivesPolyAllocatedGlobal = 0;
+
+/*!
+\brief Draw filled polygon with alpha blending (multi-threaded capable).
+
+Note: The last two parameters are optional; but are required for multithreaded operation.
+
+\param dst The surface to draw on.
+\param vx Vertex array containing X coordinates of the points of the filled polygon.
+\param vy Vertex array containing Y coordinates of the points of the filled polygon.
+\param n Number of points in the vertex array. Minimum number is 3.
+\param r The red value of the filled polygon to draw. +\param g The green value of the filled polygon to draw. +\param b The blue value of the filled polygon to draw. +\param a The alpha value of the filled polygon to draw. +\param polyInts Preallocated, temporary vertex array used for sorting vertices. Required for multithreaded operation; set to NULL otherwise.
+\param polyAllocated Flag indicating if temporary vertex array was allocated. Required for multithreaded operation; set to NULL otherwise.
+
+\returns Returns 0 on success, -1 on failure.
+*/
+int filledPolygonRGBAMT(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a, int **polyInts, int *polyAllocated)
+{
+ int result;
+ int i;
+ int y, xa, xb;
+ int miny, maxy;
+ int x1, y1;
+ int x2, y2;
+ int ind1, ind2;
+ int ints;
+ int *gfxPrimitivesPolyInts = NULL;
+ int *gfxPrimitivesPolyIntsNew = NULL;
+ int gfxPrimitivesPolyAllocated = 0;
+
+ /*
+ * Vertex array NULL check
+ */
+ if (vx == NULL) {
+ return (-1);
+ }
+ if (vy == NULL) {
+ return (-1);
+ }
+
+ /*
+ * Sanity check number of edges
+ */
+ if (n < 3) {
+ return -1;
+ }
+
+ /*
+ * Map polygon cache
+ */
+ if ((polyInts==NULL) || (polyAllocated==NULL)) {
+ /* Use global cache */
+ gfxPrimitivesPolyInts = gfxPrimitivesPolyIntsGlobal;
+ gfxPrimitivesPolyAllocated = gfxPrimitivesPolyAllocatedGlobal;
+ } else {
+ /* Use local cache */
+ gfxPrimitivesPolyInts = *polyInts;
+ gfxPrimitivesPolyAllocated = *polyAllocated;
+ }
+
+ /*
+ * Allocate temp array, only grow array
+ */
+ if (!gfxPrimitivesPolyAllocated) {
+ gfxPrimitivesPolyInts = (int *) malloc(sizeof(int) * n);
+ gfxPrimitivesPolyAllocated = n;
+ } else {
+ if (gfxPrimitivesPolyAllocated < n) {
+ gfxPrimitivesPolyIntsNew = (int *) realloc(gfxPrimitivesPolyInts, sizeof(int) * n);
+ if (!gfxPrimitivesPolyIntsNew) {
+ if (!gfxPrimitivesPolyInts) {
+ free(gfxPrimitivesPolyInts);
+ gfxPrimitivesPolyInts = NULL;
+ }
+ gfxPrimitivesPolyAllocated = 0;
+ } else {
+ gfxPrimitivesPolyInts = gfxPrimitivesPolyIntsNew;
+ gfxPrimitivesPolyAllocated = n;
+ }
+ }
+ }
+
+ /*
+ * Check temp array
+ */
+ if (gfxPrimitivesPolyInts==NULL) {
+ gfxPrimitivesPolyAllocated = 0;
+ }
+
+ /*
+ * Update cache variables
+ */
+ if ((polyInts==NULL) || (polyAllocated==NULL)) {
+ gfxPrimitivesPolyIntsGlobal = gfxPrimitivesPolyInts;
+ gfxPrimitivesPolyAllocatedGlobal = gfxPrimitivesPolyAllocated;
+ } else {
+ *polyInts = gfxPrimitivesPolyInts;
+ *polyAllocated = gfxPrimitivesPolyAllocated;
+ }
+
+ /*
+ * Check temp array again
+ */
+ if (gfxPrimitivesPolyInts==NULL) {
+ return(-1);
+ }
+
+ /*
+ * Determine Y maxima
+ */
+ miny = vy[0];
+ maxy = vy[0];
+ for (i = 1; (i < n); i++) {
+ if (vy[i] < miny) {
+ miny = vy[i];
+ } else if (vy[i] > maxy) {
+ maxy = vy[i];
+ }
+ }
+
+ /*
+ * Draw, scanning y
+ */
+ result = 0;
+ for (y = miny; (y <= maxy); y++) {
+ ints = 0;
+ for (i = 0; (i < n); i++) {
+ if (!i) {
+ ind1 = n - 1;
+ ind2 = 0;
+ } else {
+ ind1 = i - 1;
+ ind2 = i;
+ }
+ y1 = vy[ind1];
+ y2 = vy[ind2];
+ if (y1 < y2) {
+ x1 = vx[ind1];
+ x2 = vx[ind2];
+ } else if (y1 > y2) {
+ y2 = vy[ind1];
+ y1 = vy[ind2];
+ x2 = vx[ind1];
+ x1 = vx[ind2];
+ } else {
+ continue;
+ }
+ if ( ((y >= y1) && (y < y2)) || ((y == maxy) && (y > y1) && (y <= y2)) ) {
+ gfxPrimitivesPolyInts[ints++] = ((65536 * (y - y1)) / (y2 - y1)) * (x2 - x1) + (65536 * x1);
+ }
+ }
+
+ qsort(gfxPrimitivesPolyInts, ints, sizeof(int), _gfxPrimitivesCompareInt);
+
+ /* + * Set color + */ + result = 0; + result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); +
+ for (i = 0; (i < ints); i += 2) {
+ xa = gfxPrimitivesPolyInts[i] + 1;
+ xa = (xa >> 16) + ((xa & 32768) >> 15);
+ xb = gfxPrimitivesPolyInts[i+1] - 1;
+ xb = (xb >> 16) + ((xb & 32768) >> 15);
+ result |= hline(renderer, xa, xb, y);
+ }
+ }
+
+ return (result);
+}
+ +/*! +\brief Draw filled polygon with alpha blending. + +\param renderer The renderer to draw on. +\param vx Vertex array containing X coordinates of the points of the filled polygon. +\param vy Vertex array containing Y coordinates of the points of the filled polygon. +\param n Number of points in the vertex array. Minimum number is 3. +\param color The color value of the filled polygon to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int filledPolygonColor(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return filledPolygonRGBAMT(renderer, vx, vy, n, c[0], c[1], c[2], c[3], NULL, NULL); +} + +/*! +\brief Draw filled polygon with alpha blending. + +\param renderer The renderer to draw on. +\param vx Vertex array containing X coordinates of the points of the filled polygon. +\param vy Vertex array containing Y coordinates of the points of the filled polygon. +\param n Number of points in the vertex array. Minimum number is 3. +\param r The red value of the filled polygon to draw. +\param g The green value of the filled polygon to draw. +\param b The blue value of the filed polygon to draw. +\param a The alpha value of the filled polygon to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int filledPolygonRGBA(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + return filledPolygonRGBAMT(renderer, vx, vy, n, r, g, b, a, NULL, NULL); +} + +/* ---- Textured Polygon */
+ +/*!
+\brief Internal function to draw a textured horizontal line.
+
+\param renderer The renderer to draw on. +\param x1 X coordinate of the first point (i.e. left) of the line.
+\param x2 X coordinate of the second point (i.e. right) of the line.
+\param y Y coordinate of the points of the line.
+\param texture The texture to retrieve color information from.
+\param texture_w The width of the texture.
+\param texture_h The height of the texture.
+\param texture_dx The X offset for the texture lookup.
+\param texture_dy The Y offset for the textured lookup.
+
+\returns Returns 0 on success, -1 on failure.
+*/
+int _HLineTextured(SDL_Renderer *renderer, Sint16 x1, Sint16 x2, Sint16 y, SDL_Texture *texture, int texture_w, int texture_h, int texture_dx, int texture_dy)
+{
+ Sint16 w;
+ Sint16 xtmp;
+ int result = 0;
+ int texture_x_walker;
+ int texture_y_start;
+ SDL_Rect source_rect,dst_rect;
+ int pixels_written,write_width;
+
+ /*
+ * Swap x1, x2 if required to ensure x1<=x2
+ */
+ if (x1 > x2) {
+ xtmp = x1;
+ x1 = x2;
+ x2 = xtmp;
+ }
+
+ /*
+ * Calculate width to draw
+ */
+ w = x2 - x1 + 1;
+
+ /*
+ * Determine where in the texture we start drawing
+ */
+ texture_x_walker = (x1 - texture_dx) % texture_w;
+ if (texture_x_walker < 0){
+ texture_x_walker = texture_w + texture_x_walker ;
+ }
+
+ texture_y_start = (y + texture_dy) % texture_h;
+ if (texture_y_start < 0){
+ texture_y_start = texture_h + texture_y_start;
+ }
+
+ // setup the source rectangle; we are only drawing one horizontal line
+ source_rect.y = texture_y_start;
+ source_rect.x = texture_x_walker;
+ source_rect.h = 1;
+
+ // we will draw to the current y
+ dst_rect.y = y;
+
+ // if there are enough pixels left in the current row of the texture
+ // draw it all at once
+ if (w <= texture_w -texture_x_walker){
+ source_rect.w = w;
+ source_rect.x = texture_x_walker;
+ dst_rect.x= x1;
+ result = (SDL_RenderCopy(renderer, texture, &source_rect ,&dst_rect) == 0);
+ } else { // we need to draw multiple times
+ // draw the first segment
+ pixels_written = texture_w - texture_x_walker;
+ source_rect.w = pixels_written;
+ source_rect.x = texture_x_walker;
+ dst_rect.x= x1;
+ result |= (SDL_RenderCopy(renderer, texture, &source_rect , &dst_rect) == 0);
+ write_width = texture_w;
+
+ // now draw the rest
+ // set the source x to 0
+ source_rect.x = 0;
+ while (pixels_written < w){
+ if (write_width >= w - pixels_written) {
+ write_width = w - pixels_written;
+ }
+ source_rect.w = write_width;
+ dst_rect.x = x1 + pixels_written;
+ result |= (SDL_RenderCopy(renderer,texture,&source_rect , &dst_rect) == 0);
+ pixels_written += write_width;
+ }
+ }
+
+ return result;
+}
+
+/*!
+\brief Draws a polygon filled with the given texture (Multi-Threading Capable).
+
+\param renderer The renderer to draw on. +\param vx array of x vector components
+\param vy array of x vector components
+\param n the amount of vectors in the vx and vy array
+\param texture the sdl surface to use to fill the polygon
+\param texture_dx the offset of the texture relative to the screeen. If you move the polygon 10 pixels
+to the left and want the texture to apear the same you need to increase the texture_dx value
+\param texture_dy see texture_dx
+\param polyInts Preallocated temp array storage for vertex sorting (used for multi-threaded operation)
+\param polyAllocated Flag indicating oif the temp array was allocated (used for multi-threaded operation)
+
+\returns Returns 0 on success, -1 on failure.
+*/
+int texturedPolygonMT(SDL_Renderer *renderer, const Sint16 * vx, const Sint16 * vy, int n,
+ SDL_Surface * texture, int texture_dx, int texture_dy, int **polyInts, int *polyAllocated)
+{
+ int result;
+ int i;
+ int y, xa, xb;
+ int minx,maxx,miny, maxy;
+ int x1, y1;
+ int x2, y2;
+ int ind1, ind2;
+ int ints;
+ int *gfxPrimitivesPolyInts = NULL;
+ int gfxPrimitivesPolyAllocated = 0;
+ SDL_Texture *textureAsTexture;
+
+ /*
+ * Sanity check number of edges
+ */
+ if (n < 3) {
+ return -1;
+ }
+
+ /*
+ * Map polygon cache
+ */
+ if ((polyInts==NULL) || (polyAllocated==NULL)) {
+ /* Use global cache */
+ gfxPrimitivesPolyInts = gfxPrimitivesPolyIntsGlobal;
+ gfxPrimitivesPolyAllocated = gfxPrimitivesPolyAllocatedGlobal;
+ } else {
+ /* Use local cache */
+ gfxPrimitivesPolyInts = *polyInts;
+ gfxPrimitivesPolyAllocated = *polyAllocated;
+ }
+
+ /*
+ * Allocate temp array, only grow array
+ */
+ if (!gfxPrimitivesPolyAllocated) {
+ gfxPrimitivesPolyInts = (int *) malloc(sizeof(int) * n);
+ gfxPrimitivesPolyAllocated = n;
+ } else {
+ if (gfxPrimitivesPolyAllocated < n) {
+ gfxPrimitivesPolyInts = (int *) realloc(gfxPrimitivesPolyInts, sizeof(int) * n);
+ gfxPrimitivesPolyAllocated = n;
+ }
+ }
+
+ /*
+ * Check temp array
+ */
+ if (gfxPrimitivesPolyInts==NULL) {
+ gfxPrimitivesPolyAllocated = 0;
+ }
+
+ /*
+ * Update cache variables
+ */
+ if ((polyInts==NULL) || (polyAllocated==NULL)) {
+ gfxPrimitivesPolyIntsGlobal = gfxPrimitivesPolyInts;
+ gfxPrimitivesPolyAllocatedGlobal = gfxPrimitivesPolyAllocated;
+ } else {
+ *polyInts = gfxPrimitivesPolyInts;
+ *polyAllocated = gfxPrimitivesPolyAllocated;
+ }
+
+ /*
+ * Check temp array again
+ */
+ if (gfxPrimitivesPolyInts==NULL) {
+ return(-1);
+ }
+
+ /*
+ * Determine X,Y minima,maxima
+ */
+ miny = vy[0];
+ maxy = vy[0];
+ minx = vx[0];
+ maxx = vx[0];
+ for (i = 1; (i < n); i++) {
+ if (vy[i] < miny) {
+ miny = vy[i];
+ } else if (vy[i] > maxy) {
+ maxy = vy[i];
+ }
+ if (vx[i] < minx) {
+ minx = vx[i];
+ } else if (vx[i] > maxx) {
+ maxx = vx[i];
+ }
+ }
+
+ /*
+ * Draw, scanning y
+ */
+ result = 0;
+ for (y = miny; (y <= maxy); y++) {
+ ints = 0;
+ for (i = 0; (i < n); i++) {
+ if (!i) {
+ ind1 = n - 1;
+ ind2 = 0;
+ } else {
+ ind1 = i - 1;
+ ind2 = i;
+ }
+ y1 = vy[ind1];
+ y2 = vy[ind2];
+ if (y1 < y2) {
+ x1 = vx[ind1];
+ x2 = vx[ind2];
+ } else if (y1 > y2) {
+ y2 = vy[ind1];
+ y1 = vy[ind2];
+ x2 = vx[ind1];
+ x1 = vx[ind2];
+ } else {
+ continue;
+ }
+ if ( ((y >= y1) && (y < y2)) || ((y == maxy) && (y > y1) && (y <= y2)) ) {
+ gfxPrimitivesPolyInts[ints++] = ((65536 * (y - y1)) / (y2 - y1)) * (x2 - x1) + (65536 * x1);
+ }
+ }
+
+ qsort(gfxPrimitivesPolyInts, ints, sizeof(int), _gfxPrimitivesCompareInt);
+
+ textureAsTexture = SDL_CreateTextureFromSurface(renderer, texture);
+ if (textureAsTexture == NULL)
+ {
+ return (-1);
+ }
+
+ for (i = 0; (i < ints); i += 2) {
+ xa = gfxPrimitivesPolyInts[i] + 1;
+ xa = (xa >> 16) + ((xa & 32768) >> 15);
+ xb = gfxPrimitivesPolyInts[i+1] - 1;
+ xb = (xb >> 16) + ((xb & 32768) >> 15);
+ result |= _HLineTextured(renderer, xa, xb, y, textureAsTexture, texture->w, texture->h, texture_dx, texture_dy);
+ }
+ SDL_DestroyTexture(textureAsTexture);
+ }
+
+ return (result);
+}
+
+/*!
+\brief Draws a polygon filled with the given texture.
+
+This standard version is calling multithreaded versions with NULL cache parameters.
+
+\param renderer The renderer to draw on. +\param vx array of x vector components
+\param vy array of x vector components
+\param n the amount of vectors in the vx and vy array
+\param texture the sdl surface to use to fill the polygon
+\param texture_dx the offset of the texture relative to the screeen. if you move the polygon 10 pixels
+to the left and want the texture to apear the same you need to increase the texture_dx value
+\param texture_dy see texture_dx
+
+\returns Returns 0 on success, -1 on failure.
+*/
+int texturedPolygon(SDL_Renderer *renderer, const Sint16 * vx, const Sint16 * vy, int n, SDL_Surface *texture, int texture_dx, int texture_dy)
+{
+ /*
+ * Draw
+ */
+ return (texturedPolygonMT(renderer, vx, vy, n, texture, texture_dx, texture_dy, NULL, NULL));
+} + +/* ---- Character */
+
+/*!
+\brief Global cache for NxM pixel font textures created at runtime.
+*/
+static SDL_Texture *gfxPrimitivesFont[256];
+
+/*!
+\brief Pointer to the current font data. Default is a 8x8 pixel internal font.
+*/
+static const unsigned char *currentFontdata = gfxPrimitivesFontdata;
+
+/*!
+\brief Width of the current font. Default is 8.
+*/
+static Uint32 charWidth = 8;
+
+/*!
+\brief Height of the current font. Default is 8.
+*/
+static Uint32 charHeight = 8;
+
+/*!
+\brief Width for rendering. Autocalculated.
+*/
+static Uint32 charWidthLocal = 8;
+
+/*!
+\brief Height for rendering. Autocalculated.
+*/
+static Uint32 charHeightLocal = 8;
+
+/*!
+\brief Pitch of the current font in bytes. Default is 1.
+*/
+static Uint32 charPitch = 1;
+
+/*!
+\brief Characters 90deg clockwise rotations. Default is 0. Max is 3.
+*/
+static Uint32 charRotation = 0;
+
+/*!
+\brief Character data size in bytes of the current font. Default is 8.
+*/
+static Uint32 charSize = 8;
+
+/*!
+\brief Sets or resets the current global font data.
+
+The font data array is organized in follows:
+[fontdata] = [character 0][character 1]...[character 255] where
+[character n] = [byte 1 row 1][byte 2 row 1]...[byte {pitch} row 1][byte 1 row 2] ...[byte {pitch} row height] where
+[byte n] = [bit 0]...[bit 7] where
+[bit n] = [0 for transparent pixel|1 for colored pixel]
+
+\param fontdata Pointer to array of font data. Set to NULL, to reset global font to the default 8x8 font.
+\param cw Width of character in bytes. Ignored if fontdata==NULL.
+\param ch Height of character in bytes. Ignored if fontdata==NULL.
+*/
+void gfxPrimitivesSetFont(const void *fontdata, Uint32 cw, Uint32 ch)
+{
+ int i;
+
+ if ((fontdata) && (cw) && (ch)) {
+ currentFontdata = (unsigned char *)fontdata;
+ charWidth = cw;
+ charHeight = ch;
+ } else {
+ currentFontdata = gfxPrimitivesFontdata;
+ charWidth = 8;
+ charHeight = 8;
+ }
+
+ charPitch = (charWidth+7)/8;
+ charSize = charPitch * charHeight;
+
+ /* Maybe flip width/height for rendering */
+ if ((charRotation==1) || (charRotation==3))
+ {
+ charWidthLocal = charHeight;
+ charHeightLocal = charWidth;
+ }
+ else
+ {
+ charWidthLocal = charWidth;
+ charHeightLocal = charHeight;
+ }
+
+ /* Clear character cache */
+ for (i = 0; i < 256; i++) {
+ if (gfxPrimitivesFont[i]) {
+ SDL_DestroyTexture(gfxPrimitivesFont[i]);
+ gfxPrimitivesFont[i] = NULL;
+ }
+ }
+}
+
+/*!
+\brief Sets current global font character rotation steps.
+
+Default is 0 (no rotation). 1 = 90deg clockwise. 2 = 180deg clockwise. 3 = 270deg clockwise.
+Changing the rotation, will reset the character cache.
+
+\param rotation Number of 90deg clockwise steps to rotate
+*/
+void gfxPrimitivesSetFontRotation(Uint32 rotation)
+{
+ int i;
+
+ rotation = rotation & 3;
+ if (charRotation != rotation)
+ {
+ /* Store rotation */
+ charRotation = rotation;
+
+ /* Maybe flip width/height for rendering */
+ if ((charRotation==1) || (charRotation==3))
+ {
+ charWidthLocal = charHeight;
+ charHeightLocal = charWidth;
+ }
+ else
+ {
+ charWidthLocal = charWidth;
+ charHeightLocal = charHeight;
+ }
+
+ /* Clear character cache */
+ for (i = 0; i < 256; i++) {
+ if (gfxPrimitivesFont[i]) {
+ SDL_DestroyTexture(gfxPrimitivesFont[i]);
+ gfxPrimitivesFont[i] = NULL;
+ }
+ }
+ }
+}
+
+/*!
+\brief Draw a character of the currently set font.
+
+\param dst The surface to draw on.
+\param x X (horizontal) coordinate of the upper left corner of the character.
+\param y Y (vertical) coordinate of the upper left corner of the character.
+\param c The character to draw.
+\param r The red value of the character to draw.
+\param g The green value of the character to draw.
+\param b The blue value of the character to draw.
+\param a The alpha value of the character to draw.
+
+\returns Returns 0 on success, -1 on failure.
+*/
+int characterRGBA(SDL_Renderer *renderer, Sint16 x, Sint16 y, char c, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
+{
+ SDL_Rect srect;
+ SDL_Rect drect;
+ int result;
+ Uint32 ix, iy;
+ const unsigned char *charpos;
+ Uint8 *curpos;
+ Uint8 patt, mask;
+ Uint8 *linepos;
+ Uint32 pitch;
+ SDL_Surface *character;
+ SDL_Surface *rotatedCharacter;
+ Uint32 ci;
+
+ /*
+ * Setup source rectangle
+ */
+ srect.x = 0;
+ srect.y = 0;
+ srect.w = charWidthLocal;
+ srect.h = charHeightLocal;
+
+ /*
+ * Setup destination rectangle
+ */
+ drect.x = x;
+ drect.y = y;
+ drect.w = charWidthLocal;
+ drect.h = charHeightLocal;
+
+ /* Character index in cache */
+ ci = (unsigned char) c;
+
+ /*
+ * Create new charWidth x charHeight bitmap surface if not already present.
+ * Might get rotated later.
+ */
+ if (gfxPrimitivesFont[ci] == NULL) {
+ /*
+ * Redraw character into surface
+ */
+ character = SDL_CreateRGBSurface(SDL_SWSURFACE,
+ charWidth, charHeight, 32,
+ 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
+ if (character == NULL) {
+ return (-1);
+ }
+
+ charpos = currentFontdata + ci * charSize;
+ linepos = (Uint8 *)character->pixels;
+ pitch = character->pitch;
+
+ /*
+ * Drawing loop
+ */
+ patt = 0;
+ for (iy = 0; iy < charHeight; iy++) {
+ mask = 0x00;
+ curpos = linepos;
+ for (ix = 0; ix < charWidth; ix++) {
+ if (!(mask >>= 1)) {
+ patt = *charpos++;
+ mask = 0x80;
+ }
+ if (patt & mask) {
+ *(Uint32 *)curpos = 0xffffffff;
+ } else {
+ *(Uint32 *)curpos = 0;
+ }
+ curpos += 4;
+ }
+ linepos += pitch;
+ }
+
+ /* Maybe rotate and replace cached image */
+ if (charRotation>0)
+ {
+ rotatedCharacter = rotateSurface90Degrees(character, charRotation);
+ SDL_FreeSurface(character);
+ character = rotatedCharacter;
+ }
+
+ /* Convert temp surface into texture */
+ gfxPrimitivesFont[ci] = SDL_CreateTextureFromSurface(renderer, character);
+ SDL_FreeSurface(character);
+
+ /*
+ * Check pointer
+ */
+ if (gfxPrimitivesFont[ci] == NULL) {
+ return (-1);
+ }
+ }
+
+ /* + * Set color + */ + result = 0; + result |= SDL_SetTextureColorMod(gfxPrimitivesFont[ci], r, g, b); + result |= SDL_SetTextureAlphaMod(gfxPrimitivesFont[ci], a); +
+ /*
+ * Draw texture onto destination
+ */
+ result |= SDL_RenderCopy(renderer, gfxPrimitivesFont[ci], &srect, &drect);
+
+ return (result);
+}
+ + +/*! +\brief Draw a character of the currently set font. + +\param renderer The renderer to draw on. +\param x X (horizontal) coordinate of the upper left corner of the character. +\param y Y (vertical) coordinate of the upper left corner of the character. +\param c The character to draw. +\param color The color value of the character to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int characterColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, char c, Uint32 color) +{ + Uint8 *co = (Uint8 *)&color; + return characterRGBA(renderer, x, y, c, co[0], co[1], co[2], co[3]); +} + + +/*! +\brief Draw a string in the currently set font. + +The spacing between consequtive characters in the string is the fixed number of pixels +of the character width of the current global font. + +\param renderer The renderer to draw on. +\param x X (horizontal) coordinate of the upper left corner of the string. +\param y Y (vertical) coordinate of the upper left corner of the string. +\param s The string to draw. +\param color The color value of the string to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int stringColor(SDL_Renderer * renderer, Sint16 x, Sint16 y, const char *s, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return stringRGBA(renderer, x, y, s, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw a string in the currently set font. + +\param renderer The renderer to draw on. +\param x X (horizontal) coordinate of the upper left corner of the string. +\param y Y (vertical) coordinate of the upper left corner of the string. +\param s The string to draw. +\param r The red value of the string to draw. +\param g The green value of the string to draw. +\param b The blue value of the string to draw. +\param a The alpha value of the string to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int stringRGBA(SDL_Renderer * renderer, Sint16 x, Sint16 y, const char *s, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result = 0; + Sint16 curx = x; + Sint16 cury = y; + const char *curchar = s; + + while (*curchar && !result) { + result |= characterRGBA(renderer, curx, cury, *curchar, r, g, b, a); + switch (charRotation) + { + case 0: + curx += charWidthLocal; + break; + case 2: + curx -= charWidthLocal; + break; + case 1: + cury += charHeightLocal; + break; + case 3: + cury -= charHeightLocal; + break; + } + curchar++; + } + + return (result); +} + +/* ---- Bezier curve */ + +/*! +\brief Internal function to calculate bezier interpolator of data array with ndata values at position 't'. + +\param data Array of values. +\param ndata Size of array. +\param t Position for which to calculate interpolated value. t should be between [0, ndata]. + +\returns Interpolated value at position t, value[0] when t<0, value[n-1] when t>n. +*/ +double _evaluateBezier (double *data, int ndata, double t) +{ + double mu, result; + int n,k,kn,nn,nkn; + double blend,muk,munk; + + /* Sanity check bounds */ + if (t<0.0) { + return(data[0]); + } + if (t>=(double)ndata) { + return(data[ndata-1]); + } + + /* Adjust t to the range 0.0 to 1.0 */ + mu=t/(double)ndata; + + /* Calculate interpolate */ + n=ndata-1; + result=0.0; + muk = 1; + munk = pow(1-mu,(double)n); + for (k=0;k<=n;k++) { + nn = n; + kn = k; + nkn = n - k; + blend = muk * munk; + muk *= mu; + munk /= (1-mu); + while (nn >= 1) { + blend *= nn; + nn--; + if (kn > 1) { + blend /= (double)kn; + kn--; + } + if (nkn > 1) { + blend /= (double)nkn; + nkn--; + } + } + result += data[k] * blend; + } + + return (result); +} + +/*! +\brief Draw a bezier curve with alpha blending. + +\param renderer The renderer to draw on. +\param vx Vertex array containing X coordinates of the points of the bezier curve. +\param vy Vertex array containing Y coordinates of the points of the bezier curve. +\param n Number of points in the vertex array. Minimum number is 3. +\param s Number of steps for the interpolation. Minimum number is 2. +\param color The color value of the bezier curve to draw (0xRRGGBBAA). + +\returns Returns 0 on success, -1 on failure. +*/ +int bezierColor(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, int s, Uint32 color) +{ + Uint8 *c = (Uint8 *)&color; + return bezierRGBA(renderer, vx, vy, n, s, c[0], c[1], c[2], c[3]); +} + +/*! +\brief Draw a bezier curve with alpha blending. + +\param renderer The renderer to draw on. +\param vx Vertex array containing X coordinates of the points of the bezier curve. +\param vy Vertex array containing Y coordinates of the points of the bezier curve. +\param n Number of points in the vertex array. Minimum number is 3. +\param s Number of steps for the interpolation. Minimum number is 2. +\param r The red value of the bezier curve to draw. +\param g The green value of the bezier curve to draw. +\param b The blue value of the bezier curve to draw. +\param a The alpha value of the bezier curve to draw. + +\returns Returns 0 on success, -1 on failure. +*/ +int bezierRGBA(SDL_Renderer * renderer, const Sint16 * vx, const Sint16 * vy, int n, int s, Uint8 r, Uint8 g, Uint8 b, Uint8 a) +{ + int result; + int i; + double *x, *y, t, stepsize; + Sint16 x1, y1, x2, y2; + + /* + * Sanity check + */ + if (n < 3) { + return (-1); + } + if (s < 2) { + return (-1); + } + + /* + * Variable setup + */ + stepsize=(double)1.0/(double)s; + + /* Transfer vertices into float arrays */ + if ((x=(double *)malloc(sizeof(double)*(n+1)))==NULL) { + return(-1); + } + if ((y=(double *)malloc(sizeof(double)*(n+1)))==NULL) { + free(x); + return(-1); + } + for (i=0; i<n; i++) { + x[i]=(double)vx[i]; + y[i]=(double)vy[i]; + } + x[n]=(double)vx[0]; + y[n]=(double)vy[0]; + + /* + * Set color + */ + result = 0; + result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); + + /* + * Draw + */ + t=0.0; + x1=(Sint16)lrint(_evaluateBezier(x,n+1,t)); + y1=(Sint16)lrint(_evaluateBezier(y,n+1,t)); + for (i = 0; i <= (n*s); i++) { + t += stepsize; + x2=(Sint16)_evaluateBezier(x,n,t); + y2=(Sint16)_evaluateBezier(y,n,t); + result |= line(renderer, x1, y1, x2, y2); + x1 = x2; + y1 = y2; + } + + /* Clean up temporary array */ + free(x); + free(y); + + return (result); +} + + +/* ---- Thick Line */ +
+/*!
+\brief Internal function to initialize the Bresenham line iterator.
+
+Example of use:
+SDL2_gfxBresenhamIterator b;
+_bresenhamInitialize (&b, x1, y1, x2, y2);
+do {
+plot(b.x, b.y);
+} while (_bresenhamIterate(&b)==0);
+
+\param b Pointer to struct for bresenham line drawing state.
+\param x1 X coordinate of the first point of the line.
+\param y1 Y coordinate of the first point of the line.
+\param x2 X coordinate of the second point of the line.
+\param y2 Y coordinate of the second point of the line.
+
+\returns Returns 0 on success, -1 on failure.
+*/
+int _bresenhamInitialize(SDL2_gfxBresenhamIterator *b, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2)
+{
+ int temp;
+
+ if (b==NULL) {
+ return(-1);
+ }
+
+ b->x = x1;
+ b->y = y1;
+
+ /* dx = abs(x2-x1), s1 = sign(x2-x1) */
+ if ((b->dx = x2 - x1) != 0) {
+ if (b->dx < 0) {
+ b->dx = -b->dx;
+ b->s1 = -1;
+ } else {
+ b->s1 = 1;
+ }
+ } else {
+ b->s1 = 0;
+ }
+
+ /* dy = abs(y2-y1), s2 = sign(y2-y1) */
+ if ((b->dy = y2 - y1) != 0) {
+ if (b->dy < 0) {
+ b->dy = -b->dy;
+ b->s2 = -1;
+ } else {
+ b->s2 = 1;
+ }
+ } else {
+ b->s2 = 0;
+ }
+
+ if (b->dy > b->dx) {
+ temp = b->dx;
+ b->dx = b->dy;
+ b->dy = temp;
+ b->swapdir = 1;
+ } else {
+ b->swapdir = 0;
+ }
+
+ b->count = (b->dx<0) ? 0 : (unsigned int)b->dx;
+ b->dy <<= 1;
+ b->error = b->dy - b->dx;
+ b->dx <<= 1;
+
+ return(0);
+}
+
+
+/*!
+\brief Internal function to move Bresenham line iterator to the next position.
+
+Maybe updates the x and y coordinates of the iterator struct.
+
+\param b Pointer to struct for bresenham line drawing state.
+
+\returns Returns 0 on success, 1 if last point was reached, 2 if moving past end-of-line, -1 on failure.
+*/
+int _bresenhamIterate(SDL2_gfxBresenhamIterator *b)
+{
+ if (b==NULL) {
+ return (-1);
+ }
+
+ /* last point check */
+ if (b->count==0) {
+ return (2);
+ }
+
+ while (b->error >= 0) {
+ if (b->swapdir) {
+ b->x += b->s1;
+ } else {
+ b->y += b->s2;
+ }
+
+ b->error -= b->dx;
+ }
+
+ if (b->swapdir) {
+ b->y += b->s2;
+ } else {
+ b->x += b->s1;
+ }
+
+ b->error += b->dy;
+ b->count--;
+
+ /* count==0 indicates "end-of-line" */
+ return ((b->count) ? 0 : 1);
+}
+
+
+/*!
+\brief Internal function to to draw parallel lines with Murphy algorithm.
+
+\param m Pointer to struct for murphy iterator.
+\param x X coordinate of point.
+\param y Y coordinate of point.
+\param d1 Direction square/diagonal.
+*/
+void _murphyParaline(SDL2_gfxMurphyIterator *m, Sint16 x, Sint16 y, int d1)
+{
+ int p;
+ d1 = -d1;
+
+ for (p = 0; p <= m->u; p++) {
+
+ pixel(m->renderer, x, y);
+
+ if (d1 <= m->kt) {
+ if (m->oct2 == 0) {
+ x++;
+ } else {
+ if (m->quad4 == 0) {
+ y++;
+ } else {
+ y--;
+ }
+ }
+ d1 += m->kv;
+ } else {
+ x++;
+ if (m->quad4 == 0) {
+ y++;
+ } else {
+ y--;
+ }
+ d1 += m->kd;
+ }
+ }
+
+ m->tempx = x;
+ m->tempy = y;
+}
+
+/*!
+\brief Internal function to to draw one iteration of the Murphy algorithm.
+
+\param m Pointer to struct for murphy iterator.
+\param miter Iteration count.
+\param ml1bx X coordinate of a point.
+\param ml1by Y coordinate of a point.
+\param ml2bx X coordinate of a point.
+\param ml2by Y coordinate of a point.
+\param ml1x X coordinate of a point.
+\param ml1y Y coordinate of a point.
+\param ml2x X coordinate of a point.
+\param ml2y Y coordinate of a point.
+
+*/
+void _murphyIteration(SDL2_gfxMurphyIterator *m, Uint8 miter,
+ Uint16 ml1bx, Uint16 ml1by, Uint16 ml2bx, Uint16 ml2by,
+ Uint16 ml1x, Uint16 ml1y, Uint16 ml2x, Uint16 ml2y)
+{
+ int atemp1, atemp2;
+ int ftmp1, ftmp2;
+ Uint16 m1x, m1y, m2x, m2y;
+ Uint16 fix, fiy, lax, lay, curx, cury;
+ Sint16 px[4], py[4];
+ SDL2_gfxBresenhamIterator b;
+
+ if (miter > 1) {
+ if (m->first1x != -32768) {
+ fix = (m->first1x + m->first2x) / 2;
+ fiy = (m->first1y + m->first2y) / 2;
+ lax = (m->last1x + m->last2x) / 2;
+ lay = (m->last1y + m->last2y) / 2;
+ curx = (ml1x + ml2x) / 2;
+ cury = (ml1y + ml2y) / 2;
+
+ atemp1 = (fix - curx);
+ atemp2 = (fiy - cury);
+ ftmp1 = atemp1 * atemp1 + atemp2 * atemp2;
+ atemp1 = (lax - curx);
+ atemp2 = (lay - cury);
+ ftmp2 = atemp1 * atemp1 + atemp2 * atemp2;
+
+ if (ftmp1 <= ftmp2) {
+ m1x = m->first1x;
+ m1y = m->first1y;
+ m2x = m->first2x;
+ m2y = m->first2y;
+ } else {
+ m1x = m->last1x;
+ m1y = m->last1y;
+ m2x = m->last2x;
+ m2y = m->last2y;
+ }
+
+ atemp1 = (m2x - ml2x);
+ atemp2 = (m2y - ml2y);
+ ftmp1 = atemp1 * atemp1 + atemp2 * atemp2;
+ atemp1 = (m2x - ml2bx);
+ atemp2 = (m2y - ml2by);
+ ftmp2 = atemp1 * atemp1 + atemp2 * atemp2;
+
+ if (ftmp2 >= ftmp1) {
+ ftmp1 = ml2bx;
+ ftmp2 = ml2by;
+ ml2bx = ml2x;
+ ml2by = ml2y;
+ ml2x = ftmp1;
+ ml2y = ftmp2;
+ ftmp1 = ml1bx;
+ ftmp2 = ml1by;
+ ml1bx = ml1x;
+ ml1by = ml1y;
+ ml1x = ftmp1;
+ ml1y = ftmp2;
+ }
+
+ /*
+ * Lock the surface
+ */
+ _bresenhamInitialize(&b, m2x, m2y, m1x, m1y);
+ do {
+ pixel(m->renderer, b.x, b.y);
+ } while (_bresenhamIterate(&b)==0);
+
+ _bresenhamInitialize(&b, m1x, m1y, ml1bx, ml1by);
+ do {
+ pixel(m->renderer, b.x, b.y);
+ } while (_bresenhamIterate(&b)==0);
+
+ _bresenhamInitialize(&b, ml1bx, ml1by, ml2bx, ml2by);
+ do {
+ pixel(m->renderer, b.x, b.y);
+ } while (_bresenhamIterate(&b)==0);
+
+ _bresenhamInitialize(&b, ml2bx, ml2by, m2x, m2y);
+ do {
+ pixel(m->renderer, b.x, b.y);
+ } while (_bresenhamIterate(&b)==0);
+
+ px[0] = m1x;
+ px[1] = m2x;
+ px[2] = ml1bx;
+ px[3] = ml2bx;
+ py[0] = m1y;
+ py[1] = m2y;
+ py[2] = ml1by;
+ py[3] = ml2by;
+ polygon(m->renderer, px, py, 4);
+ }
+ }
+
+ m->last1x = ml1x;
+ m->last1y = ml1y;
+ m->last2x = ml2x;
+ m->last2y = ml2y;
+ m->first1x = ml1bx;
+ m->first1y = ml1by;
+ m->first2x = ml2bx;
+ m->first2y = ml2by;
+}
+
+
+#define HYPOT(x,y) sqrt((double)(x)*(double)(x)+(double)(y)*(double)(y))
+
+/*!
+\brief Internal function to to draw wide lines with Murphy algorithm.
+
+Draws lines parallel to ideal line.
+
+\param m Pointer to struct for murphy iterator.
+\param x1 X coordinate of first point.
+\param y1 Y coordinate of first point.
+\param x2 X coordinate of second point.
+\param y2 Y coordinate of second point.
+\param width Width of line.
+\param miter Iteration count.
+
+*/
+void _murphyWideline(SDL2_gfxMurphyIterator *m, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 width, Uint8 miter)
+{
+ float offset = (float)width / 2.f;
+
+ Sint16 temp;
+ Sint16 ptx, pty, ptxx, ptxy, ml1x, ml1y, ml2x, ml2y, ml1bx, ml1by, ml2bx, ml2by;
+
+ int d0, d1; /* difference terms d0=perpendicular to line, d1=along line */
+
+ int q; /* pel counter,q=perpendicular to line */
+ int tmp;
+
+ int dd; /* distance along line */
+ int tk; /* thickness threshold */
+ double ang; /* angle for initial point calculation */
+ double sang, cang;
+
+ /* Initialisation */
+ m->u = x2 - x1; /* delta x */
+ m->v = y2 - y1; /* delta y */
+
+ if (m->u < 0) { /* swap to make sure we are in quadrants 1 or 4 */
+ temp = x1;
+ x1 = x2;
+ x2 = temp;
+ temp = y1;
+ y1 = y2;
+ y2 = temp;
+ m->u *= -1;
+ m->v *= -1;
+ }
+
+ if (m->v < 0) { /* swap to 1st quadrant and flag */
+ m->v *= -1;
+ m->quad4 = 1;
+ } else {
+ m->quad4 = 0;
+ }
+
+ if (m->v > m->u) { /* swap things if in 2 octant */
+ tmp = m->u;
+ m->u = m->v;
+ m->v = tmp;
+ m->oct2 = 1;
+ } else {
+ m->oct2 = 0;
+ }
+
+ m->ku = m->u + m->u; /* change in l for square shift */
+ m->kv = m->v + m->v; /* change in d for square shift */
+ m->kd = m->kv - m->ku; /* change in d for diagonal shift */
+ m->kt = m->u - m->kv; /* diag/square decision threshold */
+
+ d0 = 0;
+ d1 = 0;
+ dd = 0;
+
+ ang = atan((double) m->v / (double) m->u); /* calc new initial point - offset both sides of ideal */
+ sang = sin(ang);
+ cang = cos(ang);
+
+ if (m->oct2 == 0) {
+ ptx = x1 + (Sint16)lrint(offset * sang);
+ if (m->quad4 == 0) {
+ pty = y1 - (Sint16)lrint(offset * cang);
+ } else {
+ pty = y1 + (Sint16)lrint(offset * cang);
+ }
+ } else {
+ ptx = x1 - (Sint16)lrint(offset * cang);
+ if (m->quad4 == 0) {
+ pty = y1 + (Sint16)lrint(offset * sang);
+ } else {
+ pty = y1 - (Sint16)lrint(offset * sang);
+ }
+ }
+
+ /* used here for constant thickness line */
+ tk = (int) (4. * HYPOT(ptx - x1, pty - y1) * HYPOT(m->u, m->v));
+
+ if (miter == 0) {
+ m->first1x = -32768;
+ m->first1y = -32768;
+ m->first2x = -32768;
+ m->first2y = -32768;
+ m->last1x = -32768;
+ m->last1y = -32768;
+ m->last2x = -32768;
+ m->last2y = -32768;
+ }
+ ptxx = ptx;
+ ptxy = pty;
+
+ for (q = 0; dd <= tk; q++) { /* outer loop, stepping perpendicular to line */
+
+ _murphyParaline(m, ptx, pty, d1); /* call to inner loop - right edge */
+ if (q == 0) {
+ ml1x = ptx;
+ ml1y = pty;
+ ml1bx = m->tempx;
+ ml1by = m->tempy;
+ } else {
+ ml2x = ptx;
+ ml2y = pty;
+ ml2bx = m->tempx;
+ ml2by = m->tempy;
+ }
+ if (d0 < m->kt) { /* square move */
+ if (m->oct2 == 0) {
+ if (m->quad4 == 0) {
+ pty++;
+ } else {
+ pty--;
+ }
+ } else {
+ ptx++;
+ }
+ } else { /* diagonal move */
+ dd += m->kv;
+ d0 -= m->ku;
+ if (d1 < m->kt) { /* normal diagonal */
+ if (m->oct2 == 0) {
+ ptx--;
+ if (m->quad4 == 0) {
+ pty++;
+ } else {
+ pty--;
+ }
+ } else {
+ ptx++;
+ if (m->quad4 == 0) {
+ pty--;
+ } else {
+ pty++;
+ }
+ }
+ d1 += m->kv;
+ } else { /* double square move, extra parallel line */
+ if (m->oct2 == 0) {
+ ptx--;
+ } else {
+ if (m->quad4 == 0) {
+ pty--;
+ } else {
+ pty++;
+ }
+ }
+ d1 += m->kd;
+ if (dd > tk) {
+ _murphyIteration(m, miter, ml1bx, ml1by, ml2bx, ml2by, ml1x, ml1y, ml2x, ml2y);
+ return; /* breakout on the extra line */
+ }
+ _murphyParaline(m, ptx, pty, d1);
+ if (m->oct2 == 0) {
+ if (m->quad4 == 0) {
+ pty++;
+ } else {
+
+ pty--;
+ }
+ } else {
+ ptx++;
+ }
+ }
+ }
+ dd += m->ku;
+ d0 += m->kv;
+ }
+
+ _murphyIteration(m, miter, ml1bx, ml1by, ml2bx, ml2by, ml1x, ml1y, ml2x, ml2y);
+}
+
+
+/*!
+\brief Draw a thick line with alpha blending.
+
+\param dst The surface to draw on.
+\param x1 X coordinate of the first point of the line.
+\param y1 Y coordinate of the first point of the line.
+\param x2 X coordinate of the second point of the line.
+\param y2 Y coordinate of the second point of the line.
+\param width Width of the line in pixels. Must be >0.
+\param color The color value of the line to draw (0xRRGGBBAA).
+
+\returns Returns 0 on success, -1 on failure.
+*/
+int thickLineColor(SDL_Renderer *renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 width, Uint32 color)
+{
+ Uint8 *c = (Uint8 *)&color; + return thickLineRGBA(renderer, x1, y1, x2, y2, width, c[0], c[1], c[2], c[3]); +}
+
+/*!
+\brief Draw a thick line with alpha blending.
+
+\param dst The surface to draw on.
+\param x1 X coordinate of the first point of the line.
+\param y1 Y coordinate of the first point of the line.
+\param x2 X coordinate of the second point of the line.
+\param y2 Y coordinate of the second point of the line.
+\param width Width of the line in pixels. Must be >0.
+\param r The red value of the character to draw.
+\param g The green value of the character to draw.
+\param b The blue value of the character to draw.
+\param a The alpha value of the character to draw.
+
+\returns Returns 0 on success, -1 on failure.
+*/
+int thickLineRGBA(SDL_Renderer *renderer, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 width, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
+{
+ int result;
+ int wh;
+ SDL2_gfxMurphyIterator m;
+
+ if (renderer == NULL) {
+ return -1;
+ }
+ if (width < 1) {
+ return -1;
+ }
+
+ /* Special case: thick "point" */
+ if ((x1 == x2) && (y1 == y2)) {
+ wh = width / 2;
+ return boxRGBA(renderer, x1 - wh, y1 - wh, x2 + width, y2 + width, r, g, b, a);
+ }
+
+ /*
+ * Set color
+ */
+ result = 0;
+ result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND); + result |= SDL_SetRenderDrawColor(renderer, r, g, b, a); +
+ /*
+ * Draw
+ */
+ m.renderer = renderer;
+ _murphyWideline(&m, x1, y1, x2, y2, width, 0);
+ _murphyWideline(&m, x1, y1, x2, y2, width, 1);
+
+ return(0);
+}
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