#include "Gauge.h"
-using geometry::Point;
+using geometry::Vector;
namespace graphics {
-void Gauge::Draw(SDL_Surface *dest, Point<int> position, int width, Uint8 fill) const {
+void Gauge::Draw(SDL_Surface *dest, const Vector<int> &position, int width, Uint8 fill) const {
SDL_Rect srcRect, destRect;
int filledWidth = fill * (width - startWidth - endWidth) / 255;
int emptyWidth = (255 - fill) * (width - startWidth - endWidth) / 255;
+ if (!surface) {
+ destRect.x = position.X();
+ destRect.y = position.Y();
+ destRect.w = filledWidth + startWidth;
+ destRect.h = height;
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0x00, 0xFF, 0x00));
+ destRect.x += destRect.w;
+ destRect.w = emptyWidth + endWidth;
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0xFF, 0x00, 0x00));
+ return;
+ }
+
// start
srcRect.w = startWidth;
srcRect.h = height;
destRect.y = position.Y();
// full part
if (fill == 0) {
- srcRect.x = emptyX;
- srcRect.y = emptyY;
+ srcRect.x = emptyOffset.X();
+ srcRect.y = emptyOffset.Y();
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
} else {
- srcRect.x = fullX;
- srcRect.y = fullY;
+ srcRect.x = fullOffset.X();
+ srcRect.y = fullOffset.Y();
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
}
destRect.x = position.X() + startWidth;
// fill
- srcRect.x = fullX + startWidth;
- srcRect.y = fullY;
+ srcRect.x = fullOffset.X() + startWidth;
+ srcRect.y = fullOffset.Y();
srcRect.w = repeatWidth;
while (filledWidth > repeatWidth) {
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
destRect.x += repeatWidth;
filledWidth -= repeatWidth;
}
- srcRect.x = emptyX + startWidth;
- srcRect.y = emptyY;
+ srcRect.x = emptyOffset.X() + startWidth;
+ srcRect.y = emptyOffset.Y();
while (emptyWidth > repeatWidth) {
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
destRect.x += repeatWidth;
// end
srcRect.w = endWidth;
if (fill == 255) {
- srcRect.x = fullX + startWidth + repeatWidth;
- srcRect.y = fullY;
+ srcRect.x = fullOffset.X() + startWidth + repeatWidth;
+ srcRect.y = fullOffset.Y();
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
} else {
- srcRect.x = emptyX + startWidth + repeatWidth;
- srcRect.y = emptyY;
+ srcRect.x = emptyOffset.X() + startWidth + repeatWidth;
+ srcRect.y = emptyOffset.Y();
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
}