Commit 6da163ab authored by Sam Lantinga's avatar Sam Lantinga

Added SDL_RenderClear() as a fast method of clearing the screen to the drawing color.

Renamed SDL_RenderPoint() and SDL_RenderLine() to SDL_RenderDrawPoint() and SDL_RenderDrawLine().
Added API for rectangle drawing (as opposed to filling)
Added placeholder API functions for circles and ellipses ... I'm not sure whether these will stay.
Optimized software line drawing quite a bit.
Added support for Wu's anti-aliased line drawing, currently disabled by default.

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404346
parent d45158ea
......@@ -295,7 +295,9 @@ extern DECLSPEC int SDLCALL SDL_EnableKeyRepeat(int delay, int interval);
extern DECLSPEC void SDLCALL SDL_GetKeyRepeat(int *delay, int *interval);
extern DECLSPEC int SDLCALL SDL_EnableUNICODE(int enable);
#define SDL_RenderFill SDL_RenderRect
#define SDL_RenderPoint SDL_RenderDrawPoint
#define SDL_RenderLine SDL_RenderDrawLine
#define SDL_RenderFill(X) (X) ? SDL_RenderFillRect(X) : SDL_RenderClear()
extern DECLSPEC int SDLCALL SDL_putenv(const char *variable);
......
......@@ -411,12 +411,9 @@ extern DECLSPEC int SDLCALL SDL_DrawPoints
/**
* Blends a point with an RGBA value.
*
* The color should be a pixel of the format used by the surface, and
* can be generated by the SDL_MapRGB() function.
*
* \return 0 on success, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_BlendDrawPoint
extern DECLSPEC int SDLCALL SDL_BlendPoint
(SDL_Surface * dst, int x, int y,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
extern DECLSPEC int SDLCALL SDL_BlendPoints
......@@ -464,9 +461,9 @@ extern DECLSPEC int SDLCALL SDL_DrawRects
(SDL_Surface * dst, const SDL_Rect ** rects, int count, Uint32 color);
/**
* Blends the given rectangle with \c color.
* Blends an RGBA value into the outline of the given rectangle.
*
* If \c rect is NULL, the whole surface will have a blended outline of \c color.
* If \c rect is NULL, the whole surface will have a blended outline.
*
* \return 0 on success, or -1 on error.
*/
......@@ -495,7 +492,7 @@ extern DECLSPEC int SDLCALL SDL_FillRects
/**
* Blends an RGBA value into the given rectangle.
*
* If \c rect is NULL, the whole surface will be blended with \c color.
* If \c rect is NULL, the whole surface will be blended with the color.
*
* \return This function returns 0 on success, or -1 on error.
*/
......@@ -506,6 +503,88 @@ extern DECLSPEC int SDLCALL SDL_BlendFillRects
(SDL_Surface * dst, const SDL_Rect ** rects, int count,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
#if 0
/**
* Draws the given circle with \c color.
*
* The color should be a pixel of the format used by the surface, and
* can be generated by the SDL_MapRGB() function.
*
* \return 0 on success, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_DrawCircle
(SDL_Surface * dst, int x, int y, int radius, Uint32 color);
/**
* Blends an RGBA value into the outline of the given circle.
*
* \return 0 on success, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_BlendCircle
(SDL_Surface * dst, int x, int y, int radius,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
/**
* Fills the given circle with \c color.
*
* The color should be a pixel of the format used by the surface, and
* can be generated by the SDL_MapRGB() function.
*
* \return 0 on success, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_FillCircle
(SDL_Surface * dst, int x, int y, int radius, Uint32 color);
/**
* Blends an RGBA value into the given circle.
*
* \return This function returns 0 on success, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_BlendFillCircle
(SDL_Surface * dst, int x, int y, int radius,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
/**
* Draws the given ellipse with \c color.
*
* The color should be a pixel of the format used by the surface, and
* can be generated by the SDL_MapRGB() function.
*
* \return 0 on success, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_DrawEllipse
(SDL_Surface * dst, int x, int y, int w, int h, Uint32 color);
/**
* Blends an RGBA value into the outline of the given ellipse.
*
* \return 0 on success, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_BlendEllipse
(SDL_Surface * dst, int x, int y, int w, int h,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
/**
* Fills the given ellipse with \c color.
*
* The color should be a pixel of the format used by the surface, and
* can be generated by the SDL_MapRGB() function.
*
* \return 0 on success, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_FillEllipse
(SDL_Surface * dst, int x, int y, int w, int h, Uint32 color);
/**
* Blends an RGBA value into the given ellipse.
*
* \return This function returns 0 on success, or -1 on error.
*/
extern DECLSPEC int SDLCALL SDL_BlendFillEllipse
(SDL_Surface * dst, int x, int y, int w, int h,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
#endif // 0
/**
* Performs a fast blit from the source surface to the destination surface.
*
......
......@@ -1137,6 +1137,11 @@ extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(int blendMode);
*/
extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(int *blendMode);
/**
* \brief Clear the current rendering target with the drawing color
*/
extern DECLSPEC int SDLCALL SDL_RenderClear();
/**
* \brief Draw a point on the current rendering target.
*
......@@ -1145,7 +1150,7 @@ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(int *blendMode);
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderPoint(int x, int y);
extern DECLSPEC int SDLCALL SDL_RenderDrawPoint(int x, int y);
/**
* \brief Draw some number of points on the current rendering target.
......@@ -1155,7 +1160,7 @@ extern DECLSPEC int SDLCALL SDL_RenderPoint(int x, int y);
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderPoints(const SDL_Point * points,
extern DECLSPEC int SDLCALL SDL_RenderDrawPoints(const SDL_Point * points,
int count);
/**
......@@ -1168,7 +1173,7 @@ extern DECLSPEC int SDLCALL SDL_RenderPoints(const SDL_Point * points,
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderLine(int x1, int y1, int x2, int y2);
extern DECLSPEC int SDLCALL SDL_RenderDrawLine(int x1, int y1, int x2, int y2);
/**
* \brief Draw a series of connected lines on the current rendering target.
......@@ -1178,18 +1183,37 @@ extern DECLSPEC int SDLCALL SDL_RenderLine(int x1, int y1, int x2, int y2);
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderLines(const SDL_Point * points,
extern DECLSPEC int SDLCALL SDL_RenderDrawLines(const SDL_Point * points,
int count);
/**
* \brief Fill the current rendering target with the drawing color.
* \brief Draw a rectangle on the current rendering target with the drawing color.
*
* \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawRect(const SDL_Rect * rect);
/**
* \brief Draw some number of rectangles in the current rendering target with the drawing color.
*
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawRects(const SDL_Rect ** rect, int count);
/**
* \brief Fill a rectangle on the current rendering target with the drawing color.
*
* \param rect A pointer to the destination rectangle, or NULL for the entire
* rendering target.
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderRect(const SDL_Rect * rect);
extern DECLSPEC int SDLCALL SDL_RenderFillRect(const SDL_Rect * rect);
/**
* \brief Fill some number of rectangles in the current rendering target with the drawing color.
......@@ -1199,7 +1223,37 @@ extern DECLSPEC int SDLCALL SDL_RenderRect(const SDL_Rect * rect);
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderRects(const SDL_Rect ** rect, int count);
extern DECLSPEC int SDLCALL SDL_RenderFillRects(const SDL_Rect ** rect, int count);
#if 0
/**
* \brief Draw a circle on the current rendering target with the drawing color.
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawCircle(int x, int y, int radius);
/**
* \brief Fill a circle on the current rendering target with the drawing color.
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderFillCircle(int x, int y, int radius);
/**
* \brief Draw an ellipse on the current rendering target with the drawing color.
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawEllipse(int x, int y, int w, int h);
/**
* \brief Fill an ellipse on the current rendering target with the drawing color.
*
* \return 0 on success, or -1 if there is no rendering context current.
*/
extern DECLSPEC int SDLCALL SDL_RenderFillEllipse(int x, int y, int w, int h);
#endif // 0
/**
* \brief Copy a portion of the texture to the current rendering target.
......
......@@ -23,306 +23,734 @@
#include "SDL_draw.h"
static int
SDL_BlendLine_RGB555(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
static void
SDL_BlendLine_RGB2(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
unsigned inva = 0xff - a;
const SDL_PixelFormat *fmt = dst->format;
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_BLEND_RGB555, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_ADD_RGB555, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_MOD_RGB555, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_RGB555, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_RGB, draw_end);
break;
}
return 0;
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint16, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint16, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
VLINE(Uint16, DRAW_SETPIXEL_RGB, draw_end);
break;
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint16, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint16, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
DLINE(Uint16, DRAW_SETPIXEL_RGB, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY2_BLEND_RGB, DRAW_SETPIXELXY2_BLEND_RGB,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY2_ADD_RGB, DRAW_SETPIXELXY2_ADD_RGB,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY2_MOD_RGB, DRAW_SETPIXELXY2_MOD_RGB,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY2_RGB, DRAW_SETPIXELXY2_BLEND_RGB,
draw_end);
break;
}
}
}
static int
SDL_BlendLine_RGB565(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
static void
SDL_BlendLine_RGB555(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
unsigned inva = 0xff - a;
const SDL_PixelFormat *fmt = dst->format;
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_BLEND_RGB565, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB555, draw_end);
break;
case SDL_BLENDMODE_ADD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_ADD_RGB565, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_ADD_RGB555, draw_end);
break;
case SDL_BLENDMODE_MOD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_MOD_RGB565, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_MOD_RGB555, draw_end);
break;
default:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_RGB565, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_RGB555, draw_end);
break;
}
return 0;
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB555, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint16, DRAW_SETPIXEL_ADD_RGB555, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint16, DRAW_SETPIXEL_MOD_RGB555, draw_end);
break;
default:
VLINE(Uint16, DRAW_SETPIXEL_RGB555, draw_end);
break;
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB555, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint16, DRAW_SETPIXEL_ADD_RGB555, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint16, DRAW_SETPIXEL_MOD_RGB555, draw_end);
break;
default:
DLINE(Uint16, DRAW_SETPIXEL_RGB555, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_BLEND_RGB555, DRAW_SETPIXELXY_BLEND_RGB555,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_ADD_RGB555, DRAW_SETPIXELXY_ADD_RGB555,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_MOD_RGB555, DRAW_SETPIXELXY_MOD_RGB555,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_RGB555, DRAW_SETPIXELXY_BLEND_RGB555,
draw_end);
break;
}
}
}
static int
SDL_BlendLine_RGB888(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
static void
SDL_BlendLine_RGB565(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
unsigned inva = 0xff - a;
const SDL_PixelFormat *fmt = dst->format;
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_BLEND_RGB888, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB565, draw_end);
break;
case SDL_BLENDMODE_ADD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_ADD_RGB888, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_ADD_RGB565, draw_end);
break;
case SDL_BLENDMODE_MOD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_MOD_RGB888, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_MOD_RGB565, draw_end);
break;
default:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_RGB888, draw_end);
HLINE(Uint16, DRAW_SETPIXEL_RGB565, draw_end);
break;
}
return 0;
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB565, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint16, DRAW_SETPIXEL_ADD_RGB565, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint16, DRAW_SETPIXEL_MOD_RGB565, draw_end);
break;
default:
VLINE(Uint16, DRAW_SETPIXEL_RGB565, draw_end);
break;
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB565, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint16, DRAW_SETPIXEL_ADD_RGB565, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint16, DRAW_SETPIXEL_MOD_RGB565, draw_end);
break;
default:
DLINE(Uint16, DRAW_SETPIXEL_RGB565, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_BLEND_RGB565, DRAW_SETPIXELXY_BLEND_RGB565,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_ADD_RGB565, DRAW_SETPIXELXY_ADD_RGB565,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_MOD_RGB565, DRAW_SETPIXELXY_MOD_RGB565,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_RGB565, DRAW_SETPIXELXY_BLEND_RGB565,
draw_end);
break;
}
}
}
static int
SDL_BlendLine_ARGB8888(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
static void
SDL_BlendLine_RGB4(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
unsigned inva = 0xff - a;
const SDL_PixelFormat *fmt = dst->format;
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_BLEND_ARGB8888, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_ADD_ARGB8888, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_MOD_ARGB8888, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY_ARGB8888, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_RGB, draw_end);
break;
}
return 0;
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint32, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint32, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
VLINE(Uint32, DRAW_SETPIXEL_RGB, draw_end);
break;
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint32, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint32, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
DLINE(Uint32, DRAW_SETPIXEL_RGB, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_BLEND_RGB, DRAW_SETPIXELXY4_BLEND_RGB,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_ADD_RGB, DRAW_SETPIXELXY4_ADD_RGB,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_MOD_RGB, DRAW_SETPIXELXY4_MOD_RGB,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_RGB, DRAW_SETPIXELXY4_BLEND_RGB,
draw_end);
break;
}
}
}
static int
SDL_BlendLine_RGB(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
static void
SDL_BlendLine_RGBA4(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
SDL_PixelFormat *fmt = dst->format;
unsigned inva = 0xff - a;
const SDL_PixelFormat *fmt = dst->format;
unsigned r, g, b, a, inva;
switch (fmt->BytesPerPixel) {
case 2:
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY2_BLEND_RGB, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_BLEND_RGBA, draw_end);
break;
case SDL_BLENDMODE_ADD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY2_ADD_RGB, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_ADD_RGBA, draw_end);
break;
case SDL_BLENDMODE_MOD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY2_MOD_RGB, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_MOD_RGBA, draw_end);
break;
default:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY2_RGB, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_RGBA, draw_end);
break;
}
return 0;
case 4:
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY4_BLEND_RGB, draw_end);
VLINE(Uint32, DRAW_SETPIXEL_BLEND_RGBA, draw_end);
break;
case SDL_BLENDMODE_ADD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY4_ADD_RGB, draw_end);
VLINE(Uint32, DRAW_SETPIXEL_ADD_RGBA, draw_end);
break;
case SDL_BLENDMODE_MOD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY4_MOD_RGB, draw_end);
VLINE(Uint32, DRAW_SETPIXEL_MOD_RGBA, draw_end);
break;
default:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY4_RGB, draw_end);
VLINE(Uint32, DRAW_SETPIXEL_RGBA, draw_end);
break;
}
return 0;
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint32, DRAW_SETPIXEL_BLEND_RGBA, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint32, DRAW_SETPIXEL_ADD_RGBA, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint32, DRAW_SETPIXEL_MOD_RGBA, draw_end);
break;
default:
SDL_Unsupported();
return -1;
DLINE(Uint32, DRAW_SETPIXEL_RGBA, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_BLEND_RGBA, DRAW_SETPIXELXY4_BLEND_RGBA,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_ADD_RGBA, DRAW_SETPIXELXY4_ADD_RGBA,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_MOD_RGBA, DRAW_SETPIXELXY4_MOD_RGBA,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_RGBA, DRAW_SETPIXELXY4_BLEND_RGBA,
draw_end);
break;
}
}
}
static int
SDL_BlendLine_RGBA(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
static void
SDL_BlendLine_RGB888(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
SDL_PixelFormat *fmt = dst->format;
unsigned inva = 0xff - a;
const SDL_PixelFormat *fmt = dst->format;
unsigned r, g, b, a, inva;
switch (fmt->BytesPerPixel) {
case 4:
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY4_BLEND_RGBA, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB888, draw_end);
break;
case SDL_BLENDMODE_ADD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY4_ADD_RGBA, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_ADD_RGB888, draw_end);
break;
case SDL_BLENDMODE_MOD:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY4_MOD_RGBA, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_MOD_RGB888, draw_end);
break;
default:
DRAWLINE(x1, y1, x2, y2, DRAW_SETPIXELXY4_RGBA, draw_end);
HLINE(Uint32, DRAW_SETPIXEL_RGB888, draw_end);
break;
}
return 0;
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB888, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint32, DRAW_SETPIXEL_ADD_RGB888, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint32, DRAW_SETPIXEL_MOD_RGB888, draw_end);
break;
default:
SDL_Unsupported();
return -1;
VLINE(Uint32, DRAW_SETPIXEL_RGB888, draw_end);
break;
}
}
int
SDL_BlendLine(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
/* This function doesn't work on surfaces < 8 bpp */
if (dst->format->BitsPerPixel < 8) {
SDL_SetError("SDL_BlendLine(): Unsupported surface format");
return (-1);
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB888, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint32, DRAW_SETPIXEL_ADD_RGB888, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint32, DRAW_SETPIXEL_MOD_RGB888, draw_end);
break;
default:
DLINE(Uint32, DRAW_SETPIXEL_RGB888, draw_end);
break;
}
/* Perform clipping */
if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
return (0);
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_BLEND_RGB888, DRAW_SETPIXELXY_BLEND_RGB888,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_ADD_RGB888, DRAW_SETPIXELXY_ADD_RGB888,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_MOD_RGB888, DRAW_SETPIXELXY_MOD_RGB888,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_RGB888, DRAW_SETPIXELXY_BLEND_RGB888,
draw_end);
break;
}
}
}
static void
SDL_BlendLine_ARGB8888(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
const SDL_PixelFormat *fmt = dst->format;
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(r, a);
g = DRAW_MUL(g, a);
b = DRAW_MUL(b, a);
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
switch (dst->format->BitsPerPixel) {
case 15:
switch (dst->format->Rmask) {
case 0x7C00:
return SDL_BlendLine_RGB555(dst, x1, y1, x2, y2, blendMode, r, g,
b, a, SDL_TRUE);
}
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
HLINE(Uint32, DRAW_SETPIXEL_BLEND_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_ADD:
HLINE(Uint32, DRAW_SETPIXEL_ADD_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_MOD:
HLINE(Uint32, DRAW_SETPIXEL_MOD_ARGB8888, draw_end);
break;
default:
HLINE(Uint32, DRAW_SETPIXEL_ARGB8888, draw_end);
break;
case 16:
switch (dst->format->Rmask) {
case 0xF800:
return SDL_BlendLine_RGB565(dst, x1, y1, x2, y2, blendMode, r, g,
b, a, SDL_TRUE);
}
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint32, DRAW_SETPIXEL_BLEND_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint32, DRAW_SETPIXEL_ADD_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint32, DRAW_SETPIXEL_MOD_ARGB8888, draw_end);
break;
default:
VLINE(Uint32, DRAW_SETPIXEL_ARGB8888, draw_end);
break;
case 32:
switch (dst->format->Rmask) {
case 0x00FF0000:
if (!dst->format->Amask) {
return SDL_BlendLine_RGB888(dst, x1, y1, x2, y2, blendMode, r,
g, b, a, SDL_TRUE);
} else {
return SDL_BlendLine_ARGB8888(dst, x1, y1, x2, y2, blendMode,
r, g, b, a, SDL_TRUE);
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint32, DRAW_SETPIXEL_BLEND_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint32, DRAW_SETPIXEL_ADD_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint32, DRAW_SETPIXEL_MOD_ARGB8888, draw_end);
break;
default:
DLINE(Uint32, DRAW_SETPIXEL_ARGB8888, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_BLEND_ARGB8888, DRAW_SETPIXELXY_BLEND_ARGB8888,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_ADD_ARGB8888, DRAW_SETPIXELXY_ADD_ARGB8888,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_MOD_ARGB8888, DRAW_SETPIXELXY_MOD_ARGB8888,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_ARGB8888, DRAW_SETPIXELXY_BLEND_ARGB8888,
draw_end);
break;
}
}
}
if (!dst->format->Amask) {
return SDL_BlendLine_RGB(dst, x1, y1, x2, y2, blendMode,
r, g, b, a, SDL_TRUE);
typedef void (*BlendLineFunc) (SDL_Surface * dst,
int x1, int y1, int x2, int y2,
int blendMode,
Uint8 r, Uint8 g, Uint8 b, Uint8 a,
SDL_bool draw_end);
static BlendLineFunc
SDL_CalculateBlendLineFunc(const SDL_PixelFormat * fmt)
{
switch (fmt->BytesPerPixel) {
case 2:
if (fmt->Rmask == 0x7C00) {
return SDL_BlendLine_RGB555;
} else if (fmt->Rmask == 0xF800) {
return SDL_BlendLine_RGB565;
} else {
return SDL_BlendLine_RGB2;
}
break;
case 4:
if (fmt->Rmask == 0x00FF0000) {
if (fmt->Amask) {
return SDL_BlendLine_ARGB8888;
} else {
return SDL_BlendLine_RGB888;
}
} else {
return SDL_BlendLine_RGBA(dst, x1, y1, x2, y2, blendMode,
r, g, b, a, SDL_TRUE);
if (fmt->Amask) {
return SDL_BlendLine_RGBA4;
} else {
return SDL_BlendLine_RGB4;
}
}
}
return NULL;
}
int
SDL_BlendLines(SDL_Surface * dst, const SDL_Point * points, int count,
SDL_BlendLine(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
int i;
int x1, y1;
int x2, y2;
int (*func)(SDL_Surface * dst, int x1, int y1, int x2, int y2,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
SDL_bool draw_end) = NULL;
int status = 0;
BlendLineFunc func;
if (!dst) {
SDL_SetError("Passed NULL destination surface");
SDL_SetError("SDL_BlendLine(): Passed NULL destination surface");
return -1;
}
/* This function doesn't work on surfaces < 8 bpp */
if (dst->format->BitsPerPixel < 8) {
SDL_SetError("SDL_BlendLines(): Unsupported surface format");
func = SDL_CalculateBlendLineFunc(dst->format);
if (!func) {
SDL_SetError("SDL_BlendLine(): Unsupported surface format");
return -1;
}
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(r, a);
g = DRAW_MUL(g, a);
b = DRAW_MUL(b, a);
/* Perform clipping */
/* FIXME: We don't actually want to clip, as it may change line slope */
if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
return 0;
}
/* FIXME: Does this function pointer slow things down significantly? */
switch (dst->format->BitsPerPixel) {
case 15:
switch (dst->format->Rmask) {
case 0x7C00:
func = SDL_BlendLine_RGB555;
}
break;
case 16:
switch (dst->format->Rmask) {
case 0xF800:
func = SDL_BlendLine_RGB565;
}
break;
case 32:
switch (dst->format->Rmask) {
case 0x00FF0000:
if (!dst->format->Amask) {
func = SDL_BlendLine_RGB888;
} else {
func = SDL_BlendLine_ARGB8888;
}
break;
}
default:
break;
func(dst, x1, y1, x2, y2, blendMode, r, g, b, a, SDL_TRUE);
return 0;
}
int
SDL_BlendLines(SDL_Surface * dst, const SDL_Point * points, int count,
int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
int i;
int x1, y1;
int x2, y2;
SDL_bool draw_end;
BlendLineFunc func;
if (!dst) {
SDL_SetError("SDL_BlendLines(): Passed NULL destination surface");
return -1;
}
func = SDL_CalculateBlendLineFunc(dst->format);
if (!func) {
if (!dst->format->Amask) {
func = SDL_BlendLine_RGB;
} else {
func = SDL_BlendLine_RGBA;
}
SDL_SetError("SDL_BlendLines(): Unsupported surface format");
return -1;
}
for (i = 1; i < count; ++i) {
......@@ -337,12 +765,16 @@ SDL_BlendLines(SDL_Surface * dst, const SDL_Point * points, int count,
continue;
}
status = func(dst, x1, y1, x2, y2, blendMode, r, g, b, a, SDL_FALSE);
/* Draw the end if it was clipped */
draw_end = (x2 != points[i].x || y2 != points[i].y);
func(dst, x1, y1, x2, y2, blendMode, r, g, b, a, draw_end);
}
if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
SDL_BlendPoint(dst, points[count-1].x, points[count-1].y, r, g, b, a);
SDL_BlendPoint(dst, points[count-1].x, points[count-1].y,
blendMode, r, g, b, a);
}
return status;
return 0;
}
/* vi: set ts=4 sw=4 expandtab: */
......@@ -29,12 +29,20 @@
#define DRAW_MUL(_a, _b) (((unsigned)(_a)*(_b))/255)
#define DRAW_FASTSETPIXEL(x, y, type, bpp, color) \
*(type *)((Uint8 *)dst->pixels + y * dst->pitch + x * bpp) = (type) color
#define DRAW_FASTSETPIXEL(type) \
*pixel = (type) color
#define DRAW_FASTSETPIXEL1(x, y) DRAW_FASTSETPIXEL(x, y, Uint8, 1, color);
#define DRAW_FASTSETPIXEL2(x, y) DRAW_FASTSETPIXEL(x, y, Uint16, 2, color);
#define DRAW_FASTSETPIXEL4(x, y) DRAW_FASTSETPIXEL(x, y, Uint32, 4, color);
#define DRAW_FASTSETPIXEL1 DRAW_FASTSETPIXEL(Uint8)
#define DRAW_FASTSETPIXEL2 DRAW_FASTSETPIXEL(Uint16)
#define DRAW_FASTSETPIXEL4 DRAW_FASTSETPIXEL(Uint32)
#define DRAW_FASTSETPIXELXY(x, y, type, bpp, color) \
*(type *)((Uint8 *)dst->pixels + (y) * dst->pitch \
+ (x) * bpp) = (type) color
#define DRAW_FASTSETPIXELXY1(x, y) DRAW_FASTSETPIXELXY(x, y, Uint8, 1, color)
#define DRAW_FASTSETPIXELXY2(x, y) DRAW_FASTSETPIXELXY(x, y, Uint16, 2, color)
#define DRAW_FASTSETPIXELXY4(x, y) DRAW_FASTSETPIXELXY(x, y, Uint32, 4, color)
#define DRAW_SETPIXEL(setpixel) \
do { \
......@@ -74,7 +82,8 @@ do { \
#define DRAW_SETPIXELXY(x, y, type, bpp, op) \
do { \
type *pixel = (type *)((Uint8 *)dst->pixels + y * dst->pitch + x * bpp); \
type *pixel = (type *)((Uint8 *)dst->pixels + (y) * dst->pitch \
+ (x) * bpp); \
op; \
} while (0)
......@@ -283,7 +292,87 @@ do { \
#define ABS(_x) ((_x) < 0 ? -(_x) : (_x))
#define BRESENHAM(x1, y1, x2, y2, op, draw_end) \
/* Horizontal line */
#define HLINE(type, op, draw_end) \
{ \
int length; \
int pitch = (dst->pitch / dst->format->BytesPerPixel); \
type *pixel; \
if (x1 <= x2) { \
pixel = (type *)dst->pixels + y1 * pitch + x1; \
length = draw_end ? (x2-x1+1) : (x2-x1); \
} else { \
pixel = (type *)dst->pixels + y1 * pitch + x2; \
if (!draw_end) { \
++pixel; \
} \
length = draw_end ? (x1-x2+1) : (x1-x2); \
} \
while (length--) { \
op; \
++pixel; \
} \
}
/* Vertical line */
#define VLINE(type, op, draw_end) \
{ \
int length; \
int pitch = (dst->pitch / dst->format->BytesPerPixel); \
type *pixel; \
if (y1 <= y2) { \
pixel = (type *)dst->pixels + y1 * pitch + x1; \
length = draw_end ? (y2-y1+1) : (y2-y1); \
} else { \
pixel = (type *)dst->pixels + y2 * pitch + x1; \
if (!draw_end) { \
pixel += pitch; \
} \
length = draw_end ? (y1-y2+1) : (y1-y2); \
} \
while (length--) { \
op; \
pixel += pitch; \
} \
}
/* Diagonal line */
#define DLINE(type, op, draw_end) \
{ \
int length; \
int pitch = (dst->pitch / dst->format->BytesPerPixel); \
type *pixel; \
if (y1 <= y2) { \
pixel = (type *)dst->pixels + y1 * pitch + x1; \
if (x1 <= x2) { \
++pitch; \
} else { \
--pitch; \
} \
length = (y2-y1); \
} else { \
pixel = (type *)dst->pixels + y2 * pitch + x2; \
if (x2 <= x1) { \
++pitch; \
} else { \
--pitch; \
} \
if (!draw_end) { \
pixel += pitch; \
} \
length = (y1-y2); \
} \
if (draw_end) { \
++length; \
} \
while (length--) { \
op; \
pixel += pitch; \
} \
}
/* Bresenham's line algorithm */
#define BLINE(x1, y1, x2, y2, op, draw_end) \
{ \
int i, deltax, deltay, numpixels; \
int d, dinc1, dinc2; \
......@@ -341,45 +430,123 @@ do { \
} \
} \
}
#define DRAWLINE BRESENHAM
/*
* Define draw rect macro
* (not tested, this level of optimization not needed ... yet?)
*/
#define DRAWRECT(type, op) \
do { \
int width = rect->w; \
int height = rect->h; \
int pitch = (dst->pitch / dst->format->BytesPerPixel); \
int skip = pitch - width; \
type *pixel; \
pixel = (type *)dst->pixels + rect->y * pitch + rect->x; \
{ int n = (width+3)/4; \
switch (width & 3) { \
case 0: do { op; pixel++; \
case 3: op; pixel++; \
case 2: op; pixel++; \
case 1: op; pixel++; \
} while ( --n > 0 ); \
/* Xiaolin Wu's line algorithm, based on Michael Abrash's implementation */
#define WULINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
{ \
Uint16 ErrorAdj, ErrorAcc; \
Uint16 ErrorAccTemp, Weighting; \
int DeltaX, DeltaY, Temp, XDir; \
unsigned r, g, b, a, inva; \
\
/* Draw the initial pixel, which is always exactly intersected by \
the line and so needs no weighting */ \
opaque_op(x1, y1); \
\
/* Draw the final pixel, which is always exactly intersected by the line \
and so needs no weighting */ \
if (draw_end) { \
opaque_op(x2, y2); \
} \
\
/* Make sure the line runs top to bottom */ \
if (y1 > y2) { \
Temp = y1; y1 = y2; y2 = Temp; \
Temp = x1; x1 = x2; x2 = Temp; \
} \
pixel += skip; \
width -= 1; \
height -= 2; \
while (height--) { \
op; pixel += width; op; pixel += skip; \
DeltaY = y2 - y1; \
\
if ((DeltaX = x2 - x1) >= 0) { \
XDir = 1; \
} else { \
XDir = -1; \
DeltaX = -DeltaX; /* make DeltaX positive */ \
} \
{ int n = (width+3)/4; \
switch (width & 3) { \
case 0: do { op; pixel++; \
case 3: op; pixel++; \
case 2: op; pixel++; \
case 1: op; pixel++; \
} while ( --n > 0 ); \
\
/* line is not horizontal, diagonal, or vertical */ \
ErrorAcc = 0; /* initialize the line error accumulator to 0 */ \
\
/* Is this an X-major or Y-major line? */ \
if (DeltaY > DeltaX) { \
/* Y-major line; calculate 16-bit fixed-point fractional part of a \
pixel that X advances each time Y advances 1 pixel, truncating the \
result so that we won't overrun the endpoint along the X axis */ \
ErrorAdj = ((unsigned long) DeltaX << 16) / (unsigned long) DeltaY; \
/* Draw all pixels other than the first and last */ \
while (--DeltaY) { \
ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
if (ErrorAcc <= ErrorAccTemp) { \
/* The error accumulator turned over, so advance the X coord */ \
x1 += XDir; \
} \
y1++; /* Y-major, so always advance Y */ \
/* The IntensityBits most significant bits of ErrorAcc give us the \
intensity weighting for this pixel, and the complement of the \
weighting for the paired pixel */ \
Weighting = ErrorAcc >> 8; \
{ \
a = DRAW_MUL(_a, (Weighting ^ 255)); \
r = DRAW_MUL(_r, a); \
g = DRAW_MUL(_g, a); \
b = DRAW_MUL(_b, a); \
inva = (a ^ 0xFF); \
blend_op(x1, y1); \
} \
} while (0)
{ \
a = DRAW_MUL(_a, Weighting); \
r = DRAW_MUL(_r, a); \
g = DRAW_MUL(_g, a); \
b = DRAW_MUL(_b, a); \
inva = (a ^ 0xFF); \
blend_op(x1 + XDir, y1); \
} \
} \
} 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 to avoid overrunning the endpoint along the X axis */ \
ErrorAdj = ((unsigned long) DeltaY << 16) / (unsigned long) DeltaX; \
/* Draw all pixels other than the first and last */ \
while (--DeltaX) { \
ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
if (ErrorAcc <= ErrorAccTemp) { \
/* The error accumulator turned over, so advance the Y coord */ \
y1++; \
} \
x1 += XDir; /* X-major, so always advance X */ \
/* The IntensityBits most significant bits of ErrorAcc give us the \
intensity weighting for this pixel, and the complement of the \
weighting for the paired pixel */ \
Weighting = ErrorAcc >> 8; \
{ \
a = DRAW_MUL(_a, (Weighting ^ 255)); \
r = DRAW_MUL(_r, a); \
g = DRAW_MUL(_g, a); \
b = DRAW_MUL(_b, a); \
inva = (a ^ 0xFF); \
blend_op(x1, y1); \
} \
{ \
a = DRAW_MUL(_a, Weighting); \
r = DRAW_MUL(_r, a); \
g = DRAW_MUL(_g, a); \
b = DRAW_MUL(_b, a); \
inva = (a ^ 0xFF); \
blend_op(x1, y1 + 1); \
} \
} \
} \
}
#ifdef AA_LINES
#define AALINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
WULINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end)
#else
#define AALINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
BLINE(x1, y1, x2, y2, opaque_op, draw_end)
#endif
/*
* Define fill rect macro
......
......@@ -23,17 +23,116 @@
#include "SDL_draw.h"
static void
SDL_DrawLine1(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color,
SDL_bool draw_end)
{
if (y1 == y2) {
HLINE(Uint8, DRAW_FASTSETPIXEL1, draw_end);
} else if (x1 == x2) {
VLINE(Uint8, DRAW_FASTSETPIXEL1, draw_end);
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
DLINE(Uint8, DRAW_FASTSETPIXEL1, draw_end);
} else {
BLINE(x1, y1, x2, y2, DRAW_FASTSETPIXELXY1, draw_end);
}
}
static void
SDL_DrawLine2(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color,
SDL_bool draw_end)
{
if (y1 == y2) {
HLINE(Uint16, DRAW_FASTSETPIXEL2, draw_end);
} else if (x1 == x2) {
VLINE(Uint16, DRAW_FASTSETPIXEL2, draw_end);
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
DLINE(Uint16, DRAW_FASTSETPIXEL2, draw_end);
} else {
Uint8 _r, _g, _b, _a;
const SDL_PixelFormat * fmt = dst->format;
SDL_GetRGBA(color, fmt, &_r, &_g, &_b, &_a);
if (fmt->Rmask == 0x7C00) {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY2, DRAW_SETPIXELXY_BLEND_RGB555,
draw_end);
} else if (fmt->Rmask == 0xF800) {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY2, DRAW_SETPIXELXY_BLEND_RGB565,
draw_end);
} else {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY2, DRAW_SETPIXELXY2_BLEND_RGB,
draw_end);
}
}
}
static void
SDL_DrawLine4(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color,
SDL_bool draw_end)
{
if (y1 == y2) {
HLINE(Uint32, DRAW_FASTSETPIXEL4, draw_end);
} else if (x1 == x2) {
VLINE(Uint32, DRAW_FASTSETPIXEL4, draw_end);
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
DLINE(Uint32, DRAW_FASTSETPIXEL4, draw_end);
} else {
Uint8 _r, _g, _b, _a;
const SDL_PixelFormat * fmt = dst->format;
SDL_GetRGBA(color, fmt, &_r, &_g, &_b, &_a);
if (fmt->Rmask == 0x00FF0000) {
if (!fmt->Amask) {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY4, DRAW_SETPIXELXY_BLEND_RGB888,
draw_end);
} else {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY4, DRAW_SETPIXELXY_BLEND_ARGB8888,
draw_end);
}
} else {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY4, DRAW_SETPIXELXY4_BLEND_RGB,
draw_end);
}
}
}
typedef void (*DrawLineFunc) (SDL_Surface * dst,
int x1, int y1, int x2, int y2,
Uint32 color, SDL_bool draw_end);
static DrawLineFunc
SDL_CalculateDrawLineFunc(const SDL_PixelFormat * fmt)
{
switch (fmt->BytesPerPixel) {
case 1:
if (fmt->BitsPerPixel < 8) {
break;
}
return SDL_DrawLine1;
case 2:
return SDL_DrawLine2;
case 4:
return SDL_DrawLine4;
}
return NULL;
}
int
SDL_DrawLine(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color)
{
DrawLineFunc func;
if (!dst) {
SDL_SetError("Passed NULL destination surface");
SDL_SetError("SDL_DrawLine(): Passed NULL destination surface");
return -1;
}
/* This function doesn't work on surfaces < 8 bpp */
if (dst->format->BitsPerPixel < 8) {
func = SDL_CalculateDrawLineFunc(dst->format);
if (!func) {
SDL_SetError("SDL_DrawLine(): Unsupported surface format");
return -1;
}
......@@ -41,23 +140,10 @@ SDL_DrawLine(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color)
/* Perform clipping */
/* FIXME: We don't actually want to clip, as it may change line slope */
if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
return (0);
return 0;
}
switch (dst->format->BytesPerPixel) {
case 1:
DRAWLINE(x1, y1, x2, y2, DRAW_FASTSETPIXEL1, SDL_TRUE);
break;
case 2:
DRAWLINE(x1, y1, x2, y2, DRAW_FASTSETPIXEL2, SDL_TRUE);
break;
case 3:
SDL_Unsupported();
return -1;
case 4:
DRAWLINE(x1, y1, x2, y2, DRAW_FASTSETPIXEL4, SDL_TRUE);
break;
}
func(dst, x1, y1, x2, y2, color, SDL_TRUE);
return 0;
}
......@@ -66,27 +152,27 @@ SDL_DrawLines(SDL_Surface * dst, const SDL_Point * points, int count,
Uint32 color)
{
int i;
int x1, y1;
int x2, y2;
SDL_bool draw_end;
DrawLineFunc func;
if (!dst) {
SDL_SetError("Passed NULL destination surface");
SDL_SetError("SDL_DrawLines(): Passed NULL destination surface");
return -1;
}
/* This function doesn't work on surfaces < 8 bpp */
if (dst->format->BitsPerPixel < 8) {
SDL_SetError("SDL_DrawLine(): Unsupported surface format");
func = SDL_CalculateDrawLineFunc(dst->format);
if (!func) {
SDL_SetError("SDL_DrawLines(): Unsupported surface format");
return -1;
}
if (count < 2) {
return 0;
}
for (i = 1; i < count; ++i) {
int x1 = points[i-1].x;
int y1 = points[i-1].y;
int x2 = points[i].x;
int y2 = points[i].y;
x1 = points[i-1].x;
y1 = points[i-1].y;
x2 = points[i].x;
y2 = points[i].y;
/* Perform clipping */
/* FIXME: We don't actually want to clip, as it may change line slope */
......@@ -94,20 +180,13 @@ SDL_DrawLines(SDL_Surface * dst, const SDL_Point * points, int count,
continue;
}
switch (dst->format->BytesPerPixel) {
case 1:
DRAWLINE(x1, y1, x2, y2, DRAW_FASTSETPIXEL1, SDL_TRUE);
break;
case 2:
DRAWLINE(x1, y1, x2, y2, DRAW_FASTSETPIXEL2, SDL_TRUE);
break;
case 3:
SDL_Unsupported();
return -1;
case 4:
DRAWLINE(x1, y1, x2, y2, DRAW_FASTSETPIXEL4, SDL_TRUE);
break;
/* Draw the end if it was clipped */
draw_end = (x2 != points[i].x || y2 != points[i].y);
func(dst, x1, y1, x2, y2, color, draw_end);
}
if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
SDL_DrawPoint(dst, points[count-1].x, points[count-1].y, color);
}
return 0;
}
......
......@@ -47,16 +47,16 @@ SDL_DrawPoint(SDL_Surface * dst, int x, int y, Uint32 color)
switch (dst->format->BytesPerPixel) {
case 1:
DRAW_FASTSETPIXEL1(x, y);
DRAW_FASTSETPIXELXY1(x, y);
break;
case 2:
DRAW_FASTSETPIXEL2(x, y);
DRAW_FASTSETPIXELXY2(x, y);
break;
case 3:
SDL_Unsupported();
return -1;
case 4:
DRAW_FASTSETPIXEL4(x, y);
DRAW_FASTSETPIXELXY4(x, y);
break;
}
return 0;
......@@ -97,16 +97,16 @@ SDL_DrawPoints(SDL_Surface * dst, const SDL_Point * points, int count,
switch (dst->format->BytesPerPixel) {
case 1:
DRAW_FASTSETPIXEL1(x, y);
DRAW_FASTSETPIXELXY1(x, y);
break;
case 2:
DRAW_FASTSETPIXEL2(x, y);
DRAW_FASTSETPIXELXY2(x, y);
break;
case 3:
SDL_Unsupported();
return -1;
case 4:
DRAW_FASTSETPIXEL4(x, y);
DRAW_FASTSETPIXELXY4(x, y);
break;
}
}
......
......@@ -96,12 +96,15 @@ static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects);
static int GL_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count);
static int GL_RenderLines(SDL_Renderer * renderer, const SDL_Point * points,
int count);
static int GL_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count);
static int GL_RenderClear(SDL_Renderer * renderer);
static int GL_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GL_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GL_RenderDrawRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
static int GL_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
......@@ -306,9 +309,11 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->DirtyTexture = GL_DirtyTexture;
renderer->RenderPoints = GL_RenderPoints;
renderer->RenderLines = GL_RenderLines;
renderer->RenderRects = GL_RenderRects;
renderer->RenderClear = GL_RenderClear;
renderer->RenderDrawPoints = GL_RenderDrawPoints;
renderer->RenderDrawLines = GL_RenderDrawLines;
renderer->RenderDrawRects = GL_RenderDrawRects;
renderer->RenderFillRects = GL_RenderFillRects;
renderer->RenderCopy = GL_RenderCopy;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderWritePixels = GL_RenderWritePixels;
......@@ -1114,7 +1119,23 @@ GL_SetBlendMode(GL_RenderData * data, int blendMode, int isprimitive)
}
static int
GL_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, int count)
GL_RenderClear(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
data->glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
data->glClear(GL_COLOR_BUFFER_BIT);
return 0;
}
static int
GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
......@@ -1136,7 +1157,8 @@ GL_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, int count)
}
static int
GL_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, int count)
GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
......@@ -1199,7 +1221,46 @@ GL_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, int count)
}
static int
GL_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
GL_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i, x, y;
SDL_Point points[4];
GL_SetBlendMode(data, renderer->blendMode, 1);
data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
data->glBegin(GL_LINE_LOOP);
for (i = 0; i < count; ++i) {
const SDL_Rect *rect = rects[i];
x = rect->x;
y = rect->y;
data->glVertex2f(0.5f + x, 0.5f + y);
x = rect->x+rect->w-1;
y = rect->y;
data->glVertex2f(0.5f + x, 0.5f + y);
x = rect->x+rect->w-1;
y = rect->y+rect->h-1;
data->glVertex2f(0.5f + x, 0.5f + y);
x = rect->x;
y = rect->y+rect->h-1;
data->glVertex2f(0.5f + x, 0.5f + y);
}
data->glEnd();
return 0;
}
static int
GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
......
......@@ -59,12 +59,14 @@ static int SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch);
static void SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int SW_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count);
static int SW_RenderLines(SDL_Renderer * renderer, const SDL_Point * points,
int count);
static int SW_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count);
static int SW_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int SW_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int SW_RenderDrawRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
static int SW_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
static int SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
......@@ -230,9 +232,10 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->ActivateRenderer = SW_ActivateRenderer;
renderer->DisplayModeChanged = SW_DisplayModeChanged;
renderer->RenderPoints = SW_RenderPoints;
renderer->RenderLines = SW_RenderLines;
renderer->RenderRects = SW_RenderRects;
renderer->RenderDrawPoints = SW_RenderDrawPoints;
renderer->RenderDrawLines = SW_RenderDrawLines;
renderer->RenderDrawRects = SW_RenderDrawRects;
renderer->RenderFillRects = SW_RenderFillRects;
renderer->RenderCopy = SW_RenderCopy;
renderer->RenderReadPixels = SW_RenderReadPixels;
renderer->RenderWritePixels = SW_RenderWritePixels;
......@@ -539,7 +542,8 @@ SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
static int
SW_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, int count)
SW_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture[data->current_texture];
......@@ -602,7 +606,8 @@ SW_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, int count)
}
static int
SW_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, int count)
SW_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture[data->current_texture];
......@@ -670,7 +675,8 @@ SW_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, int count)
}
static int
SW_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
SW_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture[data->current_texture];
......@@ -712,7 +718,7 @@ SW_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
if (renderer->blendMode == SDL_BLENDMODE_NONE ||
renderer->blendMode == SDL_BLENDMODE_MASK) {
status = SDL_FillRect(&data->surface, NULL, color);
status = SDL_DrawRect(&data->surface, NULL, color);
} else {
status = SDL_BlendRect(&data->surface, NULL,
renderer->blendMode,
......@@ -725,6 +731,63 @@ SW_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
return status;
}
static int
SW_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture[data->current_texture];
SDL_Rect clip, rect;
Uint32 color = 0;
int i;
int status = 0;
clip.x = 0;
clip.y = 0;
clip.w = texture->w;
clip.h = texture->h;
if (renderer->blendMode == SDL_BLENDMODE_NONE ||
renderer->blendMode == SDL_BLENDMODE_MASK) {
color = SDL_MapRGBA(data->surface.format,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
for (i = 0; i < count; ++i) {
if (!SDL_IntersectRect(rects[i], &clip, &rect)) {
/* Nothing to draw */
continue;
}
if (data->renderer->info.flags & SDL_RENDERER_PRESENTCOPY) {
SDL_AddDirtyRect(&data->dirty, &rect);
}
if (data->renderer->LockTexture(data->renderer, texture, &rect, 1,
&data->surface.pixels,
&data->surface.pitch) < 0) {
return -1;
}
data->surface.clip_rect.w = data->surface.w = rect.w;
data->surface.clip_rect.h = data->surface.h = rect.h;
if (renderer->blendMode == SDL_BLENDMODE_NONE ||
renderer->blendMode == SDL_BLENDMODE_MASK) {
status = SDL_FillRect(&data->surface, NULL, color);
} else {
status = SDL_BlendFillRect(&data->surface, NULL,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
data->renderer->UnlockTexture(data->renderer, texture);
}
return status;
}
static int
SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
......
......@@ -90,12 +90,19 @@ struct SDL_Renderer
int numrects, const SDL_Rect * rects);
int (*SetDrawColor) (SDL_Renderer * renderer);
int (*SetDrawBlendMode) (SDL_Renderer * renderer);
int (*RenderPoints) (SDL_Renderer * renderer, const SDL_Point * points,
int (*RenderClear) (SDL_Renderer * renderer);
int (*RenderDrawPoints) (SDL_Renderer * renderer, const SDL_Point * points,
int count);
int (*RenderLines) (SDL_Renderer * renderer, const SDL_Point * points,
int (*RenderDrawLines) (SDL_Renderer * renderer, const SDL_Point * points,
int count);
int (*RenderRects) (SDL_Renderer * renderer, const SDL_Rect ** rects,
int (*RenderDrawRects) (SDL_Renderer * renderer, const SDL_Rect ** rects,
int count);
int (*RenderFillRects) (SDL_Renderer * renderer, const SDL_Rect ** rects,
int count);
int (*RenderDrawEllipse) (SDL_Renderer * renderer, int x, int y,
int w, int h);
int (*RenderFillEllipse) (SDL_Renderer * renderer, int x, int y,
int w, int h);
int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
int (*RenderReadPixels) (SDL_Renderer * renderer, const SDL_Rect * rect,
......
......@@ -2483,22 +2483,49 @@ SDL_GetRenderDrawBlendMode(int *blendMode)
}
int
SDL_RenderPoint(int x, int y)
SDL_RenderClear()
{
SDL_Renderer *renderer;
renderer = SDL_GetCurrentRenderer(SDL_TRUE);
if (!renderer) {
return -1;
}
if (!renderer->RenderClear) {
int blendMode = renderer->blendMode;
int status;
if (blendMode >= SDL_BLENDMODE_BLEND) {
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
status = SDL_RenderFillRect(NULL);
if (blendMode >= SDL_BLENDMODE_BLEND) {
SDL_SetRenderDrawBlendMode(blendMode);
}
return status;
}
return renderer->RenderClear(renderer);
}
int
SDL_RenderDrawPoint(int x, int y)
{
SDL_Point point;
point.x = x;
point.y = y;
return SDL_RenderPoints(&point, 1);
return SDL_RenderDrawPoints(&point, 1);
}
int
SDL_RenderPoints(const SDL_Point * points, int count)
SDL_RenderDrawPoints(const SDL_Point * points, int count)
{
SDL_Renderer *renderer;
if (!points) {
SDL_SetError("SDL_RenderPoints(): Passed NULL points");
SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
return -1;
}
......@@ -2506,18 +2533,18 @@ SDL_RenderPoints(const SDL_Point * points, int count)
if (!renderer) {
return -1;
}
if (!renderer->RenderPoints) {
if (!renderer->RenderDrawPoints) {
SDL_Unsupported();
return -1;
}
if (count < 1) {
return 0;
}
return renderer->RenderPoints(renderer, points, count);
return renderer->RenderDrawPoints(renderer, points, count);
}
int
SDL_RenderLine(int x1, int y1, int x2, int y2)
SDL_RenderDrawLine(int x1, int y1, int x2, int y2)
{
SDL_Point points[2];
......@@ -2525,16 +2552,16 @@ SDL_RenderLine(int x1, int y1, int x2, int y2)
points[0].y = y1;
points[1].x = x2;
points[1].y = y2;
return SDL_RenderLines(points, 2);
return SDL_RenderDrawLines(points, 2);
}
int
SDL_RenderLines(const SDL_Point * points, int count)
SDL_RenderDrawLines(const SDL_Point * points, int count)
{
SDL_Renderer *renderer;
if (!points) {
SDL_SetError("SDL_RenderLines(): Passed NULL points");
SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
return -1;
}
......@@ -2542,30 +2569,30 @@ SDL_RenderLines(const SDL_Point * points, int count)
if (!renderer) {
return -1;
}
if (!renderer->RenderLines) {
if (!renderer->RenderDrawLines) {
SDL_Unsupported();
return -1;
}
if (count < 2) {
return 0;
}
return renderer->RenderLines(renderer, points, count);
return renderer->RenderDrawLines(renderer, points, count);
}
int
SDL_RenderRect(const SDL_Rect * rect)
SDL_RenderDrawRect(const SDL_Rect * rect)
{
return SDL_RenderRects(&rect, 1);
return SDL_RenderDrawRects(&rect, 1);
}
int
SDL_RenderRects(const SDL_Rect ** rects, int count)
SDL_RenderDrawRects(const SDL_Rect ** rects, int count)
{
SDL_Renderer *renderer;
int i;
if (!rects) {
SDL_SetError("SDL_RenderRects(): Passed NULL rects");
SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
return -1;
}
......@@ -2573,7 +2600,7 @@ SDL_RenderRects(const SDL_Rect ** rects, int count)
if (!renderer) {
return -1;
}
if (!renderer->RenderRects) {
if (!renderer->RenderDrawRects) {
SDL_Unsupported();
return -1;
}
......@@ -2593,10 +2620,99 @@ SDL_RenderRects(const SDL_Rect ** rects, int count)
full_rect.w = window->w;
full_rect.h = window->h;
rect = &full_rect;
return renderer->RenderRects(renderer, &rect, 1);
return renderer->RenderDrawRects(renderer, &rect, 1);
}
}
return renderer->RenderDrawRects(renderer, rects, count);
}
int
SDL_RenderFillRect(const SDL_Rect * rect)
{
return SDL_RenderFillRects(&rect, 1);
}
int
SDL_RenderFillRects(const SDL_Rect ** rects, int count)
{
SDL_Renderer *renderer;
int i;
if (!rects) {
SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
return -1;
}
renderer = SDL_GetCurrentRenderer(SDL_TRUE);
if (!renderer) {
return -1;
}
if (!renderer->RenderFillRects) {
SDL_Unsupported();
return -1;
}
if (count < 1) {
return 0;
}
/* Check for NULL rect, which means fill entire window */
for (i = 0; i < count; ++i) {
if (rects[i] == NULL) {
SDL_Window *window;
SDL_Rect full_rect;
const SDL_Rect *rect;
window = SDL_GetWindowFromID(renderer->window);
full_rect.x = 0;
full_rect.y = 0;
full_rect.w = window->w;
full_rect.h = window->h;
rect = &full_rect;
return renderer->RenderFillRects(renderer, &rect, 1);
}
}
return renderer->RenderFillRects(renderer, rects, count);
}
int
SDL_RenderDrawCircle(int x, int y, int radius)
{
return SDL_RenderDrawEllipse(x, y, 2*radius, 2*radius);
}
int
SDL_RenderFillCircle(int x, int y, int radius)
{
return SDL_RenderFillEllipse(x, y, 2*radius, 2*radius);
}
int SDL_RenderDrawEllipse(int x, int y, int w, int h)
{
SDL_Renderer *renderer;
renderer = SDL_GetCurrentRenderer(SDL_TRUE);
if (!renderer) {
return -1;
}
if (!renderer->RenderDrawEllipse) {
SDL_Unsupported();
return -1;
}
return renderer->RenderDrawEllipse(renderer, x, y, w, h);
}
int SDL_RenderFillEllipse(int x, int y, int w, int h)
{
SDL_Renderer *renderer;
renderer = SDL_GetCurrentRenderer(SDL_TRUE);
if (!renderer) {
return -1;
}
if (!renderer->RenderFillEllipse) {
SDL_Unsupported();
return -1;
}
return renderer->RenderRects(renderer, rects, count);
return renderer->RenderFillEllipse(renderer, x, y, w, h);
}
int
......
......@@ -31,11 +31,13 @@
static SDL_Renderer *SDL_DUMMY_CreateRenderer(SDL_Window * window,
Uint32 flags);
static int SDL_DUMMY_RenderPoints(SDL_Renderer * renderer,
static int SDL_DUMMY_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int SDL_DUMMY_RenderLines(SDL_Renderer * renderer,
static int SDL_DUMMY_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int SDL_DUMMY_RenderRects(SDL_Renderer * renderer,
static int SDL_DUMMY_RenderDrawRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
static int SDL_DUMMY_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
static int SDL_DUMMY_RenderCopy(SDL_Renderer * renderer,
SDL_Texture * texture,
......@@ -100,9 +102,10 @@ SDL_DUMMY_CreateRenderer(SDL_Window * window, Uint32 flags)
}
SDL_zerop(data);
renderer->RenderPoints = SDL_DUMMY_RenderPoints;
renderer->RenderLines = SDL_DUMMY_RenderLines;
renderer->RenderRects = SDL_DUMMY_RenderRects;
renderer->RenderDrawPoints = SDL_DUMMY_RenderDrawPoints;
renderer->RenderDrawLines = SDL_DUMMY_RenderDrawLines;
renderer->RenderDrawRects = SDL_DUMMY_RenderDrawRects;
renderer->RenderFillRects = SDL_DUMMY_RenderFillRects;
renderer->RenderCopy = SDL_DUMMY_RenderCopy;
renderer->RenderReadPixels = SDL_DUMMY_RenderReadPixels;
renderer->RenderWritePixels = SDL_DUMMY_RenderWritePixels;
......@@ -140,7 +143,7 @@ SDL_DUMMY_CreateRenderer(SDL_Window * window, Uint32 flags)
}
static int
SDL_DUMMY_RenderPoints(SDL_Renderer * renderer,
SDL_DUMMY_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count)
{
SDL_DUMMY_RenderData *data =
......@@ -162,7 +165,7 @@ SDL_DUMMY_RenderPoints(SDL_Renderer * renderer,
}
static int
SDL_DUMMY_RenderLines(SDL_Renderer * renderer,
SDL_DUMMY_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count)
{
SDL_DUMMY_RenderData *data =
......@@ -184,7 +187,7 @@ SDL_DUMMY_RenderLines(SDL_Renderer * renderer,
}
static int
SDL_DUMMY_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
SDL_DUMMY_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
{
SDL_DUMMY_RenderData *data =
......@@ -197,7 +200,7 @@ SDL_DUMMY_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
renderer->r, renderer->g, renderer->b,
renderer->a);
return SDL_FillRects(target, rects, count, color);
return SDL_DrawRects(target, rects, count, color);
} else {
return SDL_BlendRects(target, rects, count,
renderer->blendMode,
......@@ -206,6 +209,29 @@ SDL_DUMMY_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
}
}
static int
SDL_DUMMY_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
{
SDL_DUMMY_RenderData *data =
(SDL_DUMMY_RenderData *) renderer->driverdata;
SDL_Surface *target = data->screens[data->current_screen];
if (renderer->blendMode == SDL_BLENDMODE_NONE ||
renderer->blendMode == SDL_BLENDMODE_MASK) {
Uint32 color = SDL_MapRGBA(target->format,
renderer->r, renderer->g, renderer->b,
renderer->a);
return SDL_FillRects(target, rects, count, color);
} else {
return SDL_BlendFillRects(target, rects, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
}
static int
SDL_DUMMY_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
......
......@@ -503,8 +503,9 @@ SDL_PS3_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
status = SDL_FillRect(target, &real_rect, color);
} else {
status =
SDL_BlendRect(target, &real_rect, renderer->blendMode,
renderer->r, renderer->g, renderer->b, renderer->a);
SDL_BlendFillRect(target, &real_rect, renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
return status;
}
......
......@@ -50,12 +50,14 @@ static int X11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch);
static void X11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int X11_SetDrawBlendMode(SDL_Renderer * renderer);
static int X11_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count);
static int X11_RenderLines(SDL_Renderer * renderer, const SDL_Point * points,
int count);
static int X11_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count);
static int X11_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int X11_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int X11_RenderDrawRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
static int X11_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
static int X11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int X11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
......@@ -208,9 +210,10 @@ X11_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->LockTexture = X11_LockTexture;
renderer->UnlockTexture = X11_UnlockTexture;
renderer->SetDrawBlendMode = X11_SetDrawBlendMode;
renderer->RenderPoints = X11_RenderPoints;
renderer->RenderLines = X11_RenderLines;
renderer->RenderRects = X11_RenderRects;
renderer->RenderDrawPoints = X11_RenderDrawPoints;
renderer->RenderDrawLines = X11_RenderDrawLines;
renderer->RenderDrawRects = X11_RenderDrawRects;
renderer->RenderFillRects = X11_RenderFillRects;
renderer->RenderCopy = X11_RenderCopy;
renderer->RenderReadPixels = X11_RenderReadPixels;
renderer->RenderWritePixels = X11_RenderWritePixels;
......@@ -600,7 +603,8 @@ renderdrawcolor(SDL_Renderer * renderer, int premult)
}
static int
X11_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, int count)
X11_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
X11_RenderData *data = (X11_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
......@@ -649,7 +653,8 @@ X11_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, int count)
}
static int
X11_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, int count)
X11_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
X11_RenderData *data = (X11_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
......@@ -787,7 +792,52 @@ X11_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, int count)
}
static int
X11_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
X11_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
{
X11_RenderData *data = (X11_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
SDL_Rect clip, rect;
unsigned long foreground;
XRectangle *xrects, *xrect;
int i, xcount;
clip.x = 0;
clip.y = 0;
clip.w = window->w;
clip.h = window->h;
foreground = renderdrawcolor(renderer, 1);
XSetForeground(data->display, data->gc, foreground);
xrect = xrects = SDL_stack_alloc(XRectangle, count);
xcount = 0;
for (i = 0; i < count; ++i) {
if (!SDL_IntersectRect(rects[i], &clip, &rect)) {
continue;
}
xrect->x = (short)rect.x;
xrect->y = (short)rect.y;
xrect->width = (unsigned short)rect.w;
xrect->height = (unsigned short)rect.h;
++xrect;
++xcount;
if (data->makedirty) {
SDL_AddDirtyRect(&data->dirty, &rect);
}
}
if (xcount > 0) {
XDrawRectangles(data->display, data->drawable, data->gc,
xrects, xcount);
}
SDL_stack_free(xpoints);
return 0;
}
static int
X11_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
{
X11_RenderData *data = (X11_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
......
......@@ -50,6 +50,10 @@ SDL_X11_SYM(int,XDefineCursor,(Display* a,Window b,Cursor c),(a,b,c),return)
SDL_X11_SYM(int,XDeleteProperty,(Display* a,Window b,Atom c),(a,b,c),return)
SDL_X11_SYM(int,XDestroyWindow,(Display* a,Window b),(a,b),return)
SDL_X11_SYM(int,XDisplayKeycodes,(Display* a,int* b,int* c),(a,b,c),return)
SDL_X11_SYM(int,XDrawLines,(Display* a, Drawable b, GC c, XPoint* d, int e, int f),(a,b,c,d,e,f),return)
SDL_X11_SYM(int,XDrawPoint,(Display* a, Drawable b, GC c, int d, int e),(a,b,c,d,e),return)
SDL_X11_SYM(int,XDrawPoints,(Display* a, Drawable b, GC c, XPoint* d, int e, int f),(a,b,c,d,e,f),return)
SDL_X11_SYM(int,XDrawRectangles,(Display* a,Drawable b,GC c,XRectangle* d,int e),(a,b,c,d,e),return)
SDL_X11_SYM(int,XFillRectangles,(Display* a,Drawable b,GC c,XRectangle* d,int e),(a,b,c,d,e),return)
SDL_X11_SYM(char*,XDisplayName,(_Xconst char* a),(a),return)
SDL_X11_SYM(int,XEventsQueued,(Display* a,int b),(a,b),return)
......@@ -95,9 +99,6 @@ SDL_X11_SYM(Display*,XOpenDisplay,(_Xconst char* a),(a),return)
SDL_X11_SYM(int,XPeekEvent,(Display* a,XEvent* b),(a,b),return)
SDL_X11_SYM(int,XPending,(Display* a),(a),return)
SDL_X11_SYM(int,XPutImage,(Display* a,Drawable b,GC c,XImage* d,int e,int f,int g,int h,unsigned int i,unsigned int j),(a,b,c,d,e,f,g,h,i,j),return)
SDL_X11_SYM(int,XDrawLines,(Display* a, Drawable b, GC c, XPoint* d, int e, int f),(a,b,c,d,e,f),return)
SDL_X11_SYM(int,XDrawPoint,(Display* a, Drawable b, GC c, int d, int e),(a,b,c,d,e),return)
SDL_X11_SYM(int,XDrawPoints,(Display* a, Drawable b, GC c, XPoint* d, int e, int f),(a,b,c,d,e,f),return)
SDL_X11_SYM(int,XQueryColors,(Display* a,Colormap b,XColor* c,int d),(a,b,c,d),return)
SDL_X11_SYM(int,XQueryKeymap,(Display* a,char *b),(a,b),return)
SDL_X11_SYM(Bool,XQueryPointer,(Display* a,Window b,Window* c,Window* d,int* e,int* f,int* g,int* h,unsigned int* i),(a,b,c,d,e,f,g,h,i),return)
......
CFLAGS := -W -Wall -Wextra -g `sdl-config --cflags`
CFLAGS := -W -Wall -Wextra -g `sdl-config --cflags` -DSDL_NO_COMPAT
LDFLAGS := `sdl-config --libs`
# If it doesn't pick up defaults
......
......@@ -341,9 +341,9 @@ static int render_clearScreen (void)
*/
/* Clear screen. */
ret = SDL_RenderRect( NULL );
ret = SDL_RenderFillRect( NULL );
/*
if (SDL_ATassert( "SDL_RenderRect", ret == 0))
if (SDL_ATassert( "SDL_RenderFillRect", ret == 0))
return -1;
*/
......@@ -413,8 +413,8 @@ static int render_testPrimitives (void)
ret = SDL_SetRenderDrawColor( 13, 73, 200, SDL_ALPHA_OPAQUE );
if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
return -1;
ret = SDL_RenderRect( &rect );
if (SDL_ATassert( "SDL_RenderRect", ret == 0))
ret = SDL_RenderFillRect( &rect );
if (SDL_ATassert( "SDL_RenderFillRect", ret == 0))
return -1;
/* Draw a rectangle. */
......@@ -425,8 +425,8 @@ static int render_testPrimitives (void)
ret = SDL_SetRenderDrawColor( 200, 0, 100, SDL_ALPHA_OPAQUE );
if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
return -1;
ret = SDL_RenderRect( &rect );
if (SDL_ATassert( "SDL_RenderRect", ret == 0))
ret = SDL_RenderFillRect( &rect );
if (SDL_ATassert( "SDL_RenderFillRect", ret == 0))
return -1;
/* Draw some points like so:
......@@ -439,8 +439,8 @@ static int render_testPrimitives (void)
ret = SDL_SetRenderDrawColor( x*y, x*y/2, x*y/3, SDL_ALPHA_OPAQUE );
if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
return -1;
ret = SDL_RenderPoint( x, y );
if (SDL_ATassert( "SDL_RenderPoint", ret == 0))
ret = SDL_RenderDrawPoint( x, y );
if (SDL_ATassert( "SDL_RenderDrawPoint", ret == 0))
return -1;
}
}
......@@ -449,29 +449,29 @@ static int render_testPrimitives (void)
ret = SDL_SetRenderDrawColor( 0, 255, 0, SDL_ALPHA_OPAQUE );
if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
return -1;
ret = SDL_RenderLine( 0, 30, 80, 30 );
if (SDL_ATassert( "SDL_RenderLine", ret == 0))
ret = SDL_RenderDrawLine( 0, 30, 80, 30 );
if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0))
return -1;
ret = SDL_SetRenderDrawColor( 55, 55, 5, SDL_ALPHA_OPAQUE );
if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
return -1;
ret = SDL_RenderLine( 40, 30, 40, 60 );
if (SDL_ATassert( "SDL_RenderLine", ret == 0))
ret = SDL_RenderDrawLine( 40, 30, 40, 60 );
if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0))
return -1;
ret = SDL_SetRenderDrawColor( 5, 105, 105, SDL_ALPHA_OPAQUE );
if (SDL_ATassert( "SDL_SetRenderDrawColor", ret == 0))
return -1;
ret = SDL_RenderLine( 0, 0, 29, 29 );
if (SDL_ATassert( "SDL_RenderLine", ret == 0))
ret = SDL_RenderDrawLine( 0, 0, 29, 29 );
if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0))
return -1;
ret = SDL_RenderLine( 29, 30, 0, 59 );
if (SDL_ATassert( "SDL_RenderLine", ret == 0))
ret = SDL_RenderDrawLine( 29, 30, 0, 59 );
if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0))
return -1;
ret = SDL_RenderLine( 79, 0, 50, 29 );
if (SDL_ATassert( "SDL_RenderLine", ret == 0))
ret = SDL_RenderDrawLine( 79, 0, 50, 29 );
if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0))
return -1;
ret = SDL_RenderLine( 79, 59, 50, 30 );
if (SDL_ATassert( "SDL_RenderLine", ret == 0))
ret = SDL_RenderDrawLine( 79, 59, 50, 30 );
if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0))
return -1;
/* See if it's the same. */
......@@ -506,8 +506,8 @@ static int render_testPrimitivesBlend (void)
ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_NONE );
if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
return -1;
ret = SDL_RenderRect( NULL );
if (SDL_ATassert( "SDL_RenderRect", ret == 0))
ret = SDL_RenderFillRect( NULL );
if (SDL_ATassert( "SDL_RenderFillRect", ret == 0))
return -1;
rect.x = 10;
rect.y = 25;
......@@ -519,8 +519,8 @@ static int render_testPrimitivesBlend (void)
ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_ADD );
if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
return -1;
ret = SDL_RenderRect( &rect );
if (SDL_ATassert( "SDL_RenderRect", ret == 0))
ret = SDL_RenderFillRect( &rect );
if (SDL_ATassert( "SDL_RenderFillRect", ret == 0))
return -1;
rect.x = 30;
rect.y = 40;
......@@ -532,8 +532,8 @@ static int render_testPrimitivesBlend (void)
ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_BLEND );
if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
return -1;
ret = SDL_RenderRect( &rect );
if (SDL_ATassert( "SDL_RenderRect", ret == 0))
ret = SDL_RenderFillRect( &rect );
if (SDL_ATassert( "SDL_RenderFillRect", ret == 0))
return -1;
rect.x = 25;
rect.y = 25;
......@@ -545,8 +545,8 @@ static int render_testPrimitivesBlend (void)
ret = SDL_SetRenderDrawBlendMode( SDL_BLENDMODE_MOD );
if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
return -1;
ret = SDL_RenderRect( &rect );
if (SDL_ATassert( "SDL_RenderRect", ret == 0))
ret = SDL_RenderFillRect( &rect );
if (SDL_ATassert( "SDL_RenderFillRect", ret == 0))
return -1;
/* Draw blended lines, lines for everyone. */
......@@ -558,8 +558,8 @@ static int render_testPrimitivesBlend (void)
(((i/2)%3)==1) ? SDL_BLENDMODE_ADD : SDL_BLENDMODE_MOD );
if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
return -1;
ret = SDL_RenderLine( 0, 0, i, 59 );
if (SDL_ATassert( "SDL_RenderLine", ret == 0))
ret = SDL_RenderDrawLine( 0, 0, i, 59 );
if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0))
return -1;
}
for (i=0; i<SCREEN_H; i+=2) {
......@@ -570,8 +570,8 @@ static int render_testPrimitivesBlend (void)
(((i/2)%3)==1) ? SDL_BLENDMODE_ADD : SDL_BLENDMODE_MOD );
if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
return -1;
ret = SDL_RenderLine( 0, 0, 79, i );
if (SDL_ATassert( "SDL_RenderLine", ret == 0))
ret = SDL_RenderDrawLine( 0, 0, 79, i );
if (SDL_ATassert( "SDL_RenderDrawLine", ret == 0))
return -1;
}
......@@ -585,8 +585,8 @@ static int render_testPrimitivesBlend (void)
((((i+j)/3)%3)==1) ? SDL_BLENDMODE_ADD : SDL_BLENDMODE_MOD );
if (SDL_ATassert( "SDL_SetRenderDrawBlendMode", ret == 0))
return -1;
ret = SDL_RenderPoint( i, j );
if (SDL_ATassert( "SDL_RenderPoint", ret == 0))
ret = SDL_RenderDrawPoint( i, j );
if (SDL_ATassert( "SDL_RenderDrawPoint", ret == 0))
return -1;
}
}
......
......@@ -56,8 +56,7 @@ static void surface_testLoad( SDL_Surface *testsur )
/* Set transparent pixel as the pixel at (0,0) */
if (face->format->palette) {
ret = SDL_SetColorKey(face, (SDL_SRCCOLORKEY | SDL_RLEACCEL),
*(Uint8 *) face->pixels);
ret = SDL_SetColorKey(face, SDL_RLEACCEL, *(Uint8 *) face->pixels);
if (SDL_ATassert( "SDL_SetColorKey", ret == 0))
return;
}
......@@ -184,29 +183,29 @@ static void surface_testPrimitivesBlend( SDL_Surface *testsur )
return;
/* Create some rectangles for each blend mode. */
ret = SDL_BlendRect( testsur, NULL, SDL_BLENDMODE_NONE, 255, 255, 255, 0 );
if (SDL_ATassert( "SDL_BlendRect", ret == 0))
ret = SDL_BlendFillRect( testsur, NULL, SDL_BLENDMODE_NONE, 255, 255, 255, 0 );
if (SDL_ATassert( "SDL_BlendFillRect", ret == 0))
return;
rect.x = 10;
rect.y = 25;
rect.w = 40;
rect.h = 25;
ret = SDL_BlendRect( testsur, &rect, SDL_BLENDMODE_ADD, 240, 10, 10, 75 );
if (SDL_ATassert( "SDL_BlendRect", ret == 0))
ret = SDL_BlendFillRect( testsur, &rect, SDL_BLENDMODE_ADD, 240, 10, 10, 75 );
if (SDL_ATassert( "SDL_BlendFillRect", ret == 0))
return;
rect.x = 30;
rect.y = 40;
rect.w = 45;
rect.h = 15;
ret = SDL_BlendRect( testsur, &rect, SDL_BLENDMODE_BLEND, 10, 240, 10, 100 );
if (SDL_ATassert( "SDL_BlendRect", ret == 0))
ret = SDL_BlendFillRect( testsur, &rect, SDL_BLENDMODE_BLEND, 10, 240, 10, 100 );
if (SDL_ATassert( "SDL_BlendFillRect", ret == 0))
return;
rect.x = 25;
rect.y = 25;
rect.w = 25;
rect.h = 25;
ret = SDL_BlendRect( testsur, &rect, SDL_BLENDMODE_MOD, 10, 10, 240, 125 );
if (SDL_ATassert( "SDL_BlendRect", ret == 0))
ret = SDL_BlendFillRect( testsur, &rect, SDL_BLENDMODE_MOD, 10, 10, 240, 125 );
if (SDL_ATassert( "SDL_BlendFillRect", ret == 0))
return;
/* Draw blended lines, lines for everyone. */
......
......@@ -6,7 +6,6 @@
* Released under Public Domain.
*/
#include "SDL.h"
#include "SDL_at.h"
......
......@@ -58,7 +58,7 @@ DrawPoints(SDL_WindowID window)
x = rand() % window_w;
y = rand() % window_h;
SDL_RenderPoint(x, y);
SDL_RenderDrawPoint(x, y);
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
......@@ -102,16 +102,16 @@ DrawLines(SDL_WindowID window)
(Uint8) current_color, (Uint8) current_alpha);
if (i == 0) {
SDL_RenderLine(0, 0, window_w - 1, window_h - 1);
SDL_RenderLine(0, window_h - 1, window_w - 1, 0);
SDL_RenderLine(0, window_h / 2, window_w - 1, window_h / 2);
SDL_RenderLine(window_w / 2, 0, window_w / 2, window_h - 1);
SDL_RenderDrawLine(0, 0, window_w - 1, window_h - 1);
SDL_RenderDrawLine(0, window_h - 1, window_w - 1, 0);
SDL_RenderDrawLine(0, window_h / 2, window_w - 1, window_h / 2);
SDL_RenderDrawLine(window_w / 2, 0, window_w / 2, window_h - 1);
} else {
x1 = (rand() % (window_w*2)) - window_w;
x2 = (rand() % (window_w*2)) - window_w;
y1 = (rand() % (window_h*2)) - window_h;
y2 = (rand() % (window_h*2)) - window_h;
SDL_RenderLine(x1, y1, x2, y2);
SDL_RenderDrawLine(x1, y1, x2, y2);
}
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
......@@ -159,7 +159,7 @@ DrawRects(SDL_WindowID window)
rect.h = rand() % (window_h / 2);
rect.x = (rand() % (window_w*2) - window_w) - (rect.w / 2);
rect.y = (rand() % (window_h*2) - window_h) - (rect.h / 2);
SDL_RenderRect(&rect);
SDL_RenderFillRect(&rect);
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
......@@ -231,7 +231,7 @@ main(int argc, char *argv[])
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
}
srand(time(NULL));
......@@ -251,7 +251,7 @@ main(int argc, char *argv[])
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(event.window.windowID);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
break;
}
break;
......@@ -262,7 +262,7 @@ main(int argc, char *argv[])
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
DrawRects(state->windows[i]);
DrawLines(state->windows[i]);
......
......@@ -59,7 +59,7 @@ DrawPoints(SDL_WindowID window)
x = rand() % window_w;
y = rand() % window_h;
SDL_RenderPoint(x, y);
SDL_RenderDrawPoint(x, y);
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
......@@ -100,12 +100,12 @@ DrawLines(SDL_WindowID window)
SDL_SetRenderDrawColor(255, 255, 255, 255);
if (i == -1) {
SDL_RenderLine(0, 0, window_w - 1, window_h - 1);
SDL_RenderLine(0, window_h - 1, window_w - 1, 0);
SDL_RenderLine(0, window_h / 2, window_w - 1, window_h / 2);
SDL_RenderLine(window_w / 2, 0, window_w / 2, window_h - 1);
SDL_RenderDrawLine(0, 0, window_w - 1, window_h - 1);
SDL_RenderDrawLine(0, window_h - 1, window_w - 1, 0);
SDL_RenderDrawLine(0, window_h / 2, window_w - 1, window_h / 2);
SDL_RenderDrawLine(window_w / 2, 0, window_w / 2, window_h - 1);
} else {
SDL_RenderLine(lines[i].x, lines[i].y, lines[i].w, lines[i].h);
SDL_RenderDrawLine(lines[i].x, lines[i].y, lines[i].w, lines[i].h);
}
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
......@@ -150,7 +150,7 @@ DrawRects(SDL_WindowID window)
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
for (i = 0; i < num_rects; ++i) {
SDL_SetRenderDrawColor(255, 127, 0, 255);
SDL_RenderRect(&rects[i]);
SDL_RenderFillRect(&rects[i]);
}
SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE);
}
......@@ -178,7 +178,7 @@ DrawRectLineIntersections(SDL_WindowID window)
if (SDL_IntersectRectAndLine(&r, &x1, &y1, &x2, &y2)) {
SDL_SetRenderDrawColor(0, 255, 55, 255);
SDL_RenderLine(x1, y1, x2, y2);
SDL_RenderDrawLine(x1, y1, x2, y2);
}
}
......@@ -197,7 +197,7 @@ DrawRectRectIntersections(SDL_WindowID window)
SDL_Rect r;
if (SDL_IntersectRect(&rects[i], &rects[j], &r)) {
SDL_SetRenderDrawColor(255, 200, 0, 255);
SDL_RenderRect(&r);
SDL_RenderFillRect(&r);
}
}
......@@ -272,7 +272,7 @@ main(int argc, char *argv[])
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
}
srand(time(NULL));
......@@ -326,7 +326,7 @@ main(int argc, char *argv[])
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(event.window.windowID);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
break;
}
break;
......@@ -337,7 +337,7 @@ main(int argc, char *argv[])
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
DrawRects(state->windows[i]);
DrawPoints(state->windows[i]);
......
......@@ -83,7 +83,7 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
/* Move the sprite, bounce at the wall, and draw */
n = 0;
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
for (i = 0; i < NUM_SPRITES; ++i) {
position = &positions[i];
velocity = &velocities[i];
......@@ -158,7 +158,7 @@ main(int argc, char *argv[])
/* Clear the window, load the sprite and go! */
SDL_SelectRenderer(window);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
sprite = LoadSprite(window, "icon.bmp");
if (!sprite) {
......@@ -199,7 +199,7 @@ main(int argc, char *argv[])
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(event.window.windowID);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
break;
}
break;
......
......@@ -139,21 +139,21 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
/* Draw a gray background */
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
/* Test points */
SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF);
SDL_RenderPoint(0, 0);
SDL_RenderPoint(window_w-1, 0);
SDL_RenderPoint(0, window_h-1);
SDL_RenderPoint(window_w-1, window_h-1);
SDL_RenderDrawPoint(0, 0);
SDL_RenderDrawPoint(window_w-1, 0);
SDL_RenderDrawPoint(0, window_h-1);
SDL_RenderDrawPoint(window_w-1, window_h-1);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(1, 0, window_w-2, 0);
SDL_RenderLine(1, window_h-1, window_w-2, window_h-1);
SDL_RenderLine(0, 1, 0, window_h-2);
SDL_RenderLine(window_w-1, 1, window_w-1, window_h-2);
SDL_RenderDrawLine(1, 0, window_w-2, 0);
SDL_RenderDrawLine(1, window_h-1, window_w-2, window_h-1);
SDL_RenderDrawLine(0, 1, 0, window_h-2);
SDL_RenderDrawLine(window_w-1, 1, window_w-1, window_h-2);
/* Test fill and copy */
SDL_SetRenderDrawColor(0xFF, 0xFF, 0xFF, 0xFF);
......@@ -161,32 +161,32 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderRect(&temp);
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
temp.x = window_w-sprite_w-1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderRect(&temp);
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
temp.x = 1;
temp.y = window_h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderRect(&temp);
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
temp.x = window_w-sprite_w-1;
temp.y = window_h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderRect(&temp);
SDL_RenderFillRect(&temp);
SDL_RenderCopy(sprite, NULL, &temp);
/* Test diagonal lines */
SDL_SetRenderDrawColor(0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(sprite_w, sprite_h,
SDL_RenderDrawLine(sprite_w, sprite_h,
window_w-sprite_w-2, window_h-sprite_h-2);
SDL_RenderLine(window_w-sprite_w-2, sprite_h,
SDL_RenderDrawLine(window_w-sprite_w-2, sprite_h,
sprite_w, window_h-sprite_h-2);
/* Move the sprite, bounce at the wall, and draw */
......@@ -302,7 +302,7 @@ main(int argc, char *argv[])
for (i = 0; i < state->num_windows; ++i) {
SDL_SelectRenderer(state->windows[i]);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
}
if (LoadSprite("icon.bmp") < 0) {
quit(2);
......@@ -348,7 +348,7 @@ main(int argc, char *argv[])
case SDL_WINDOWEVENT_EXPOSED:
SDL_SelectRenderer(event.window.windowID);
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
break;
}
break;
......
......@@ -87,7 +87,7 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
/* Draw a gray background */
SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderRect(NULL);
SDL_RenderClear();
/* Move the sprite, bounce at the wall, and draw */
for (i = 0; i < NUM_SPRITES; ++i) {
......
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