/* vim: tabstop=4 shiftwidth=4 noexpandtab */ #pragma once #include #include #define GFX_W(ctx) ((ctx)->width) /* Display width */ #define GFX_H(ctx) ((ctx)->height) /* Display height */ #define GFX_B(ctx) ((ctx)->depth / 8) /* Display byte depth */ #define _RED(color) ((color & 0x00FF0000) / 0x10000) #define _GRE(color) ((color & 0x0000FF00) / 0x100) #define _BLU(color) ((color & 0x000000FF) / 0x1) #define _ALP(color) ((color & 0xFF000000) / 0x1000000) /* * Macros make verything easier. */ #define GFX(ctx,x,y) *((uint32_t *)&((ctx)->backbuffer)[(GFX_W(ctx) * (y) + (x)) * GFX_B(ctx)]) #define GFXR(ctx,x,y) *((uint32_t *)&((ctx)->buffer)[(GFX_W(ctx) * (y) + (x)) * GFX_B(ctx)]) #define SPRITE(sprite,x,y) sprite->bitmap[sprite->width * (y) + (x)] #define SMASKS(sprite,x,y) sprite->masks[sprite->width * (y) + (x)] typedef struct sprite { uint16_t width; uint16_t height; uint32_t * bitmap; uint32_t * masks; uint32_t blank; uint8_t alpha; } sprite_t; typedef struct context { uint16_t width; uint16_t height; uint16_t depth; uint32_t size; char * buffer; char * backbuffer; void * clips; } gfx_context_t; extern gfx_context_t * init_graphics_fullscreen(); extern gfx_context_t * init_graphics_fullscreen_double_buffer(); extern void reinit_graphics_fullscreen(gfx_context_t * ctx); #define ALPHA_OPAQUE 0 #define ALPHA_MASK 1 #define ALPHA_EMBEDDED 2 #define ALPHA_INDEXED 3 extern uint32_t rgb(uint8_t r, uint8_t g, uint8_t b); extern uint32_t rgba(uint8_t r, uint8_t g, uint8_t b, uint8_t a); extern uint32_t alpha_blend(uint32_t bottom, uint32_t top, uint32_t mask); extern uint32_t alpha_blend_rgba(uint32_t bottom, uint32_t top); extern uint32_t framebuffer_stride(void); extern void flip(gfx_context_t * ctx); void clear_buffer(gfx_context_t * ctx); extern gfx_context_t * init_graphics_sprite(sprite_t * sprite); extern sprite_t * create_sprite(size_t width, size_t height, int alpha); extern void blur_context(gfx_context_t * _dst, gfx_context_t * _src, double amount); extern void blur_context_no_vignette(gfx_context_t * _dst, gfx_context_t * _src, double amount); extern void blur_context_box(gfx_context_t * _src, int radius); extern void sprite_free(sprite_t * sprite); extern void load_sprite(sprite_t * sprite, char * filename); //extern int load_sprite_png(sprite_t * sprite, char * file); extern void draw_sprite(gfx_context_t * ctx, sprite_t * sprite, int32_t x, int32_t y); extern void draw_line(gfx_context_t * ctx, int32_t x0, int32_t x1, int32_t y0, int32_t y1, uint32_t color); extern void draw_line_thick(gfx_context_t * ctx, int32_t x0, int32_t x1, int32_t y0, int32_t y1, uint32_t color, char thickness); extern void draw_fill(gfx_context_t * ctx, uint32_t color); extern void draw_sprite_scaled(gfx_context_t * ctx, sprite_t * sprite, int32_t x, int32_t y, uint16_t width, uint16_t height); extern void draw_sprite_scaled_alpha(gfx_context_t * ctx, sprite_t * sprite, int32_t x, int32_t y, uint16_t width, uint16_t height, float alpha); extern void draw_sprite_alpha(gfx_context_t * ctx, sprite_t * sprite, int32_t x, int32_t y, float alpha); //extern void context_to_png(FILE * file, gfx_context_t * ctx); extern uint32_t premultiply(uint32_t color); extern void gfx_add_clip(gfx_context_t * ctx, int32_t x, int32_t y, int32_t w, int32_t h); extern void gfx_clear_clip(gfx_context_t * ctx);