Mercurial > molko
view src/painter.c @ 46:b815621df3e3
core: remove all fixed width integers, closes #2460
author | David Demelier <markand@malikania.fr> |
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date | Wed, 15 Jan 2020 22:31:17 +0100 |
parents | 3996f873a54b |
children |
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/* * painter.c -- basic drawing routines * * Copyright (c) 2020 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include "color.h" #include "painter.h" #include "texture_p.h" #include "window_p.h" static struct texture *renderer; struct texture * painter_get_target(void) { return renderer; } void painter_set_target(struct texture *tex) { renderer = tex; SDL_SetRenderTarget(win.renderer, tex ? tex->handle : NULL); } unsigned long painter_get_color(void) { Uint8 r = 0, g = 0, b = 0, a = 0; SDL_GetRenderDrawColor(win.renderer, &r, &g, &b, &a); return COLOR_HEX(r, g, b, a); } void painter_set_color(unsigned long color) { SDL_SetRenderDrawColor( win.renderer, COLOR_R(color), COLOR_G(color), COLOR_B(color), COLOR_A(color) ); } void painter_draw_line(int x1, int y1, int x2, int y2) { SDL_RenderDrawLine(win.renderer, x1, y1, x2, y2); } void painter_draw_point(int x1, int y1) { SDL_RenderDrawPoint(win.renderer, x1, y1); } void painter_draw_rectangle(bool fill, int x, int y, unsigned int width, unsigned int height) { const SDL_Rect rect = { .w = width, .h = height, .x = x, .y = y }; if (fill) SDL_RenderFillRect(win.renderer, &rect); else SDL_RenderDrawRect(win.renderer, &rect); } void painter_clear(void) { SDL_RenderClear(win.renderer); } void painter_present(void) { SDL_RenderPresent(win.renderer); }