}
}
+void Grid(
+ SDL_Surface *dst,
+ Vector<int> first,
+ Vector<int> second,
+ Vector<float> size,
+ Color color) {
+ Uint32 c = color.MapRGBA(dst);
+
+ Vector<int> from = min(first, second);
+ Vector<int> to = max(first, second);
+
+ if (size.x <= 1 || size.y <= 1) {
+ FillRect(dst, from, to - from, c);
+ return;
+ }
+
+ if (from.x > dst->w || from.y > dst->h || to.x < 0 || to.y < 0) {
+ return;
+ }
+
+ while (from.x < -size.x) from.x += size.x;
+ while (from.y < -size.y) from.y += size.y;
+ while (to.x > dst->w + size.x) to.x -= size.x;
+ while (to.y > dst->h + size.y) to.y -= size.y;
+
+ float width = to.x - from.x;
+ float height = to.y - from.y;
+
+ for (Vector<float> pos(from); pos.x <= to.x; pos.x += size.x) {
+ VLine(dst, pos, height, c);
+ }
+ for (Vector<float> pos(from); pos.y <= to.y; pos.y += size.y) {
+ HLine(dst, pos, width, c);
+ }
+}
+
}