File: gfx.h

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// gfx.h -- some drawing routines for SDL

/* 
    This program is free software; you can redistribute it and/or
    modify it under the terms of the GNU General Public License
    as published by the Free Software Foundation; either version 2
    of the License, or (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to:
    
       The Free Software Foundation, Inc.
       59 Temple Place - Suite 330
       Boston, MA  02111-1307
       USA
*/

#include <math.h>
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>

#include <SDL.h>


#define setrgb(screen, x, y, red, green, blue) putpixel(screen, x, y, SDL_MapRGB(screen->format, red, green, blue))


// From Bill Kendrick's GPL game Vectoroids (http://www.newbreedsoftware.com/vectoroids)
// (though something similar exists on the SDL docs site)
// Puts a pixel on the SDL surface. Surface should be locked.

void putpixel(SDL_Surface * surface, int x, int y, Uint32 pixel)
{
   int bpp;
   Uint8 * p;

   /* Assuming the X/Y values are within the bounds of this surface... */
  
   if (x >= 0 && y >= 0 && x < surface->w && y < surface->h)
   {
      /* Determine bytes-per-pixel for the surface in question: */
      
      bpp = surface->format->BytesPerPixel;
      
      
      /* Set a pointer to the exact location in memory of the pixel
         in question: */
      
      p = (((Uint8 *) surface->pixels) +       /* Start at beginning of RAM */
	   (y * surface->pitch) +              /* Go down Y lines */
	   (x * bpp));                         /* Go in X pixels */
      
      
      /* Set the (correctly-sized) piece of data in the surface's RAM
         to the pixel value sent in: */
      
      if (bpp == 1)
      {
         *p = pixel;
      } else if (bpp == 2) {
         *(Uint16 *)p = pixel;
      } else if (bpp == 3) {
         if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
         {
            p[0] = (pixel >> 16) & 0xff;
            p[1] = (pixel >> 8) & 0xff;
            p[2] = pixel & 0xff;
         } else {
            p[0] = pixel & 0xff;
            p[1] = (pixel >> 8) & 0xff;
            p[2] = (pixel >> 16) & 0xff;
         }
      } else if (bpp == 4) {
         *(Uint32 *)p = pixel;
      }
   }
   
   return;
}


void _line_straight (SDL_Surface * bitmapstruct, int x1, int y1, int x2, int y2, int red, int green, int blue)
{
   int pixels;
   int n;

   if (x1 == x2)
   {
      pixels = abs(y1 - y2) + 1;
   } else {
      pixels = abs(x1 - x2) + 1;
   }
   
   for (n = 0; n < pixels; n++)
   {
      setrgb(bitmapstruct, x1, y1, red, green, blue);
      if (x2 > x1)
         x1++;
      if (x2 < x1)
         x1--;
      if (y2 > y1)
         y1++;
      if (y2 < y1)
         y1--;
   }
   return;

}


// See http://195.195.128.170/staff/scotty/fcg/fcgline.htm for the ideas behind _line_gentle and _line_steep.

void _line_gentle (SDL_Surface * bitmapstruct, int x1, int y1, int x2, int y2, int red, int green, int blue)
{
   int error;
   int DXtimes2, DYtimes2;
   int n;
   int additive;       // What to add to y1 when error
   int temp;
   
   if (x1 > x2)
   {
      temp = x1; x1 = x2; x2 = temp;
      temp = y1; y1 = y2; y2 = temp;
   }

   error = 0;
   if (y1 < y2)
   {
      additive = 1;
   } else {
      additive = -1;
   }

   DYtimes2 = abs((y2 - y1) * 2);         // Might be going up or down, so abs.
   DXtimes2 = (x2 - x1) * 2;              // But we know we're going right.
   error = x1 - x2;
   for (n = x1; n <= x2; n++)
   {
      setrgb(bitmapstruct, n, y1, red, green, blue);
      error = error + DYtimes2;
      if (error > 0)
      {
         y1 = y1 + additive;
         error = error - DXtimes2;
      }
   }
   return;
}


void _line_steep (SDL_Surface * bitmapstruct, int x1, int y1, int x2, int y2, int red, int green, int blue)
{
   int error;
   int DXtimes2, DYtimes2;
   int n;
   int additive;       // What to add to x1 when error
   int temp;
   
   if (y1 > y2)
   {
      temp = x1; x1 = x2; x2 = temp;
      temp = y1; y1 = y2; y2 = temp;
   }

   error = 0;
   if (x1 < x2)
   {
      additive = 1;
   } else {
      additive = -1;
   }

   DYtimes2 = (y2 - y1) * 2;              // We know we're going down.
   DXtimes2 = abs((x2 - x1) * 2);         // But we might be going left or right, so abs.
   
   error = y1 - y2;
   for (n = y1; n <= y2; n++)
   {
      setrgb(bitmapstruct, x1, n, red, green, blue);
      error = error + DXtimes2;
      if (error > 0)
      {
         x1 = x1 + additive;
         error = error - DYtimes2;
      }
   }
   return;
}


void line (SDL_Surface * bitmapstruct, int x1, int y1, int x2, int y2, int red, int green, int blue)
{

   // Lock the surface before calling.

   if (x1 == x2 || y1 == y2 || abs(x1 - x2) == abs(y1 - y2))
   {
      _line_straight(bitmapstruct, x1, y1, x2, y2, red, green, blue);
      return;
   }
   if ((float) (fabs((float) (y2 - y1) / (float) (x2 - x1))) < 1)
   {
      _line_gentle(bitmapstruct, x1, y1, x2, y2, red, green, blue);
   } else {
      _line_steep(bitmapstruct, x1, y1, x2, y2, red, green, blue);
   }
   return;
}


void frect (SDL_Surface * bitmapstruct, int x1, int y1, int x2, int y2, int red, int green, int blue)
{
   // This should be safe for unlocked surfaces, assuming SDL_FillRect() is safe...
   
   SDL_Rect therect;
   
   if ((x2 <= x1) || (y2 <= y1))
   {
      fprintf(stderr, "Frect: Failed because of coordinate inversion.\n");
      return;
   }
   
   therect.x = x1;
   therect.y = y1;
   therect.w = x2 - x1;
   therect.h = y2 - y1;
   
   SDL_FillRect(bitmapstruct, &therect, SDL_MapRGB(bitmapstruct->format, red, green, blue));
   
   if (fastdraw)
   {
      updaterectsarray(x1, y1, x2 - x1, y2 - y1);
   }
   
   return;
}


void cls (SDL_Surface * bitmapstruct, int red, int green, int blue)
{
   SDL_FillRect(bitmapstruct, NULL, SDL_MapRGB(bitmapstruct->format, red, green, blue));
   return;
}


void updaterectsarray (int leftx, int topy, int width, int height)
{
   int rightx;
   int bottomy;
   
   assert(rects >= 0 && rects < MAXRECTS);
   
   rightx = leftx + width;        // rightx is actually one pixel past the rightmost pixel.
   bottomy = topy + height;       // and bottomy is one past the bottommost pixel

   if (leftx < 0) leftx = 0;
   if (topy < 0) topy = 0;
   if (rightx > WIDTH) rightx = WIDTH;
   if (bottomy > HEIGHT) bottomy = HEIGHT;
   
   if (leftx < rightx && topy < bottomy)
   {
      width = rightx - leftx;
      height = bottomy - topy;
      updaterect[rects].x = leftx; updaterect[rects].y = topy; updaterect[rects].w = width; updaterect[rects].h = height;
      rects++;
   }
   
   return;
}