diff src/video/SDL_blendrect.c @ 3594:c8bed77b0386

Added SDL_DrawRect(), SDL_DrawRects(), SDL_BlendRect() and SDL_BlendRects() Fixed line drawing so when blending a sequence of lines there are no overlapping pixels drawn.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 18 Dec 2009 07:41:59 +0000
parents
children f7b03b6838cb
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line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/SDL_blendrect.c	Fri Dec 18 07:41:59 2009 +0000
@@ -0,0 +1,75 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2009 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+#include "SDL_video.h"
+
+
+int
+SDL_BlendRect(SDL_Surface * dst, const SDL_Rect * rect,
+              int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
+{
+    SDL_Rect full_rect;
+    SDL_Point points[5];
+
+    if (!dst) {
+        SDL_SetError("Passed NULL destination surface");
+        return -1;
+    }
+
+    /* If 'rect' == NULL, then outline the whole surface */
+    if (!rect) {
+        full_rect.x = 0;
+        full_rect.y = 0;
+        full_rect.w = dst->w;
+        full_rect.h = dst->h;
+        rect = &full_rect;
+    }
+
+    points[0].x = rect->x;
+    points[0].y = rect->y;
+    points[1].x = rect->x+rect->w-1;
+    points[1].y = rect->y;
+    points[2].x = rect->x+rect->w-1;
+    points[2].y = rect->y+rect->h-1;
+    points[3].x = rect->x;
+    points[3].y = rect->y+rect->h-1;
+    points[4].x = rect->x;
+    points[4].y = rect->y;
+    return SDL_BlendLines(dst, points, 5, blendMode, r, g, b, a);
+}
+
+int
+SDL_BlendRects(SDL_Surface * dst, const SDL_Rect ** rects, int count,
+               int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
+{
+    int i;
+
+    for (i = 0; i < count; ++i) {
+        if (SDL_BlendRect(dst, rects[i], blendMode, r, g, b, a) < 0) {
+            return -1;
+        }
+    }
+    return 0;
+}
+
+/* vi: set ts=4 sw=4 expandtab: */