quickerNES/extern/hqn/hqn_surface.h

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#ifndef __HQN_SURFACE_H__
#define __HQN_SURFACE_H__
#include <SDL_surface.h>
#include "hqn.h"
#include <cstdint>
namespace hqn
{
extern const float pi;
float fastSin(float x);
float fastCos(float x);
struct Color
{
union
{
struct { uint8_t r, g, b, a; };
uint32_t bits;
};
};
enum BlendMode
{
HQN_BLENDMODE_NONE,
HQN_BLENDMODE_BLEND,
HQN_BLENDMODE_ADD,
HQN_BLENDMODE_MOD,
};
/**
* A surface which provides drawing operations.
* The format is always RGBA.
*/
class Surface
{
public:
#define HQN_DEFAULT_PTSIZE 12
typedef Color (*BlendFunction)(Color src, Color dst);
Surface(size_t width, size_t height);
~Surface();
inline int getWidth() const
{ return m_width; }
inline int getHeight() const
{ return m_height; }
void drawRect(int x, int y, size_t w, size_t h, Color color);
void fillRect(int x, int y, size_t w, size_t h, Color fg, Color bg);
void drawCircle(int x, int y, size_t radius, Color color);
void fillCircle(int x, int y, size_t radius, Color fg, Color bg);
void drawOval(int x, int y, size_t w, size_t h, Color color);
void fillOval(int x, int y, size_t w, size_t h, Color fg, Color bg);
/**
* Draw a line. If the line goes outside the edges of the screen it will
* not be drawn.
*/
void fastLine(int x1, int y1, int x2, int y2, Color color);
/**
* Slower than fastLine but will still draw lines which are partially
* offscreen. Note that safeLine is likely significantly slower than
* fastLine because it checks if each pixel is in bounds.
*/
void safeLine(int x1, int y1, int x2, int y2, Color color);
/**
* Set all pixels in the surface to the given color.
*/
void clear(Color color);
void setPixel(int x, int y, Color color);
int32_t getPixel(int x, int y);
/**
* Get a reference to the pixels.
*/
inline Color *getPixels() const
{ return m_pixels; }
inline size_t getDataSize() const
{ return m_width * m_height * 4; }
void setBlendMode(BlendMode mode);
BlendMode getBlendMode() const;
private:
//////////////////
// Private Data //
//////////////////
// RGBA formatted pixels
Color *m_pixels;
SDL_Surface *m_surface;
int m_width;
int m_height;
BlendMode m_blend;
BlendFunction m_blendFunc;
// Set the pixel directly. Performs blending.
// Inlined because it's small and more efficient to inline it.
inline void rawset(int x, int y, Color src)
{
// Yay for no branching
Color *destPtr = &m_pixels[x + y * m_width];
*destPtr = m_blendFunc(src, *destPtr);
}
void line(int x1, int y1, int x2, int y2, Color color);
// Blend functions
static Color blendNone(Color, Color);
static Color blendBlend(Color, Color);
static Color blendAdd(Color, Color);
static Color blendMod(Color, Color);
};
}
#endif