]> git.localhorst.tv Git - space.git/blobdiff - src/graphics/Canvas.cpp
move to SDL2
[space.git] / src / graphics / Canvas.cpp
diff --git a/src/graphics/Canvas.cpp b/src/graphics/Canvas.cpp
new file mode 100644 (file)
index 0000000..45997c6
--- /dev/null
@@ -0,0 +1,227 @@
+#include "Canvas.h"
+
+#include <algorithm>
+#include <cassert>
+#include <stdexcept>
+#include <string>
+
+using std::runtime_error;
+
+
+namespace space {
+
+Canvas::Canvas(SDL_Window *win, int index, Uint32 flags)
+: canv(SDL_CreateRenderer(win, index, flags)) {
+       if (!canv) {
+               throw runtime_error(std::string("create canvas: ") + SDL_GetError());
+       }
+}
+
+Canvas::~Canvas() {
+       if (canv) SDL_DestroyRenderer(canv);
+}
+
+Canvas::Canvas(Canvas &&other)
+: canv(other.canv) {
+       other.canv = nullptr;
+}
+
+Canvas &Canvas::operator =(Canvas &&other) {
+       std::swap(canv, other.canv);
+       return *this;
+}
+
+
+void Canvas::Present() {
+       SDL_RenderPresent(canv);
+}
+
+
+Vector<int> Canvas::Size() const {
+       assert(canv);
+       Vector<int> size;
+       SDL_GetRendererOutputSize(canv, &size.x, &size.y);
+       return size;
+}
+
+
+void Canvas::SetColor(Color c) {
+       SDL_SetRenderDrawColor(canv, c.r, c.g, c.b, c.a);
+}
+
+
+void Canvas::Fill() {
+       SDL_RenderClear(canv);
+}
+
+void Canvas::Outline() {
+       SDL_RenderDrawRect(canv, nullptr);
+}
+
+
+void Canvas::Line(Vector<int> from, Vector<int> to) {
+       SDL_RenderDrawLine(canv, from.x, from.y, to.x, to.y);
+}
+
+void Canvas::FillRect(Vector<int> pos, Vector<int> size) {
+       SDL_Rect destRect;
+       destRect.x = pos.x;
+       destRect.y = pos.y;
+       destRect.w = size.x;
+       destRect.h = size.y;
+       SDL_RenderFillRect(canv, &destRect);
+}
+
+void Canvas::OutlineRect(Vector<int> pos, Vector<int> size) {
+       SDL_Rect destRect;
+       destRect.x = pos.x;
+       destRect.y = pos.y;
+       destRect.w = size.x;
+       destRect.h = size.y;
+       SDL_RenderDrawRect(canv, &destRect);
+}
+
+
+void Canvas::Dot(Vector<int> pos) {
+       SDL_RenderDrawPoint(canv, pos.x, pos.y);
+}
+
+void Canvas::Cross(Vector<int> pos, int extent) {
+       Line(
+               Vector<int>(pos.x - extent, pos.y),
+               Vector<int>(pos.x + extent, pos.y));
+       Line(
+               Vector<int>(pos.x, pos.y - extent),
+               Vector<int>(pos.x, pos.y + extent));
+}
+
+
+namespace {
+
+template<class Scalar>
+void GridImpl(
+               Canvas &canv,
+               Vector<int> pos,
+               Vector<int> size,
+               Vector<Scalar> step) {
+       Vector<int> from(pos);
+       Vector<int> to(pos + size);
+       Vector<int> clip(canv.Size());
+
+       if (from.x > clip.x || from.y > clip.y || to.x < 0 || to.y < 0) {
+               return;
+       }
+       if (step.x <= 1 || step.y <= 1) {
+               canv.FillRect(pos, size);
+               return;
+       }
+
+       if (from.x < -step.x) {
+               int skip = from.x / -step.x;
+               from.x += skip * step.x;
+       }
+       if (from.y < -step.y) {
+               int skip = from.y / -step.y;
+               from.y += skip * step.y;
+       }
+       if (to.x > clip.x + step.x) {
+               int skip = (to.x - clip.x) / step.x;
+               to.x -= skip * step.x;
+       }
+       if (to.y > clip.y + step.y) {
+               int skip = (to.y - clip.y) / step.y;
+               to.y -= skip * step.y;
+       }
+
+       int width = to.x - from.x;
+       int height = to.y - from.y;
+
+       for (Vector<Scalar> pos(from); pos.x <= to.x; pos.x += step.x) {
+               canv.Line(pos, Vector<int>(pos.x, pos.y + height));
+       }
+       for (Vector<Scalar> pos(from); pos.y <= to.y; pos.y += step.y) {
+               canv.Line(pos, Vector<int>(pos.x + width, pos.y));
+       }
+}
+
+template<class Scalar>
+void Grid2Impl(
+               Canvas &canv,
+               Vector<int> pos,
+               Vector<int> size,
+               Vector<Scalar> step,
+               Vector<int> n,
+               Color c1,
+               Color c2) {
+       Vector<int> from(pos);
+       Vector<int> to(pos + size);
+       Vector<int> clip(canv.Size());
+
+       if (from.x > clip.x || from.y > clip.y || to.x < 0 || to.y < 0) {
+               return;
+       }
+       if (step.x <= 1 || step.y <= 1) {
+               canv.SetColor(c1);
+               canv.FillRect(pos, size);
+               canv.SetColor(c2);
+               GridImpl(canv, pos, size, step);
+               return;
+       }
+
+       Vector<int> i(0, 0);
+
+       if (from.x < -step.x) {
+               int skip = from.x / -step.x;
+               from.x += skip * step.x;
+               i.x += skip;
+       }
+       if (from.y < -step.y) {
+               int skip = from.y / -step.y;
+               from.y += skip * step.y;
+               i.y += skip;
+       }
+       if (to.x > clip.x + step.x) {
+               int skip = (to.x - clip.x) / step.x;
+               to.x -= skip * step.x;
+       }
+       if (to.y > clip.y + step.y) {
+               int skip = (to.y - clip.y) / step.y;
+               to.y -= skip * step.y;
+       }
+
+       int width = to.x - from.x;
+       int height = to.y - from.y;
+
+       for (Vector<Scalar> pos(from); pos.x <= to.x; pos.x += step.x) {
+               canv.SetColor((i.x++ % n.x) ? c1 : c2);
+               canv.Line(pos, Vector<int>(pos.x, pos.y + height));
+       }
+       for (Vector<Scalar> pos(from); pos.y <= to.y; pos.y += step.y) {
+               canv.SetColor((i.y++ % n.y) ? c1 : c2);
+               canv.Line(pos, Vector<int>(pos.x + width, pos.y));
+       }
+}
+
+}
+
+void Canvas::Grid(Vector<int> pos, Vector<int> size, Vector<int> step) {
+       GridImpl(*this, pos, size, step);
+}
+
+void Canvas::Grid(Vector<int> pos, Vector<int> size, Vector<float> step) {
+       GridImpl(*this, pos, size, step);
+}
+
+void Canvas::Grid2(
+               Vector<int> pos, Vector<int> size, Vector<int> step,
+               Vector<int> n, Color c1, Color c2) {
+       Grid2Impl(*this, pos, size, step, n, c1, c2);
+}
+
+void Canvas::Grid2(
+               Vector<int> pos, Vector<int> size, Vector<float> step,
+               Vector<int> n, Color c1, Color c2) {
+       Grid2Impl(*this, pos, size, step, n, c1, c2);
+}
+
+}