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in SDL2, SDL_gfx functions seem to use a different order of components

This commit is contained in:
Zeno Rogue 2021-03-07 14:14:53 +01:00
parent b87a995871
commit d8fd187986
3 changed files with 15 additions and 6 deletions

View File

@ -1039,11 +1039,11 @@ EX void drawCircle(int x, int y, int size, color_t color, color_t fillcolor IS(0
#elif CAP_SDLGFX
if(pconf.stretch == 1) {
if(fillcolor) filledCircleColor(srend, x, y, size, fillcolor);
if(color) ((vid.antialias && AA_NOGL)?aacircleColor:circleColor) (srend, x, y, size, color);
if(color) ((vid.antialias && AA_NOGL)?aacircleColor:circleColor) (srend, x, y, size, align(color));
}
else {
if(fillcolor) filledEllipseColor(srend, x, y, size, size * pconf.stretch, fillcolor);
if(color) ((vid.antialias && AA_NOGL)?aaellipseColor:ellipseColor) (srend, x, y, size, size * pconf.stretch, color);
if(color) ((vid.antialias && AA_NOGL)?aaellipseColor:ellipseColor) (srend, x, y, size, size * pconf.stretch, align(color));
}
#elif CAP_SDL
int pts = size * 4;

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@ -558,21 +558,30 @@ void addpoly(const shiftmatrix& V, const vector<glvertex> &tab, int ofs, int cnt
}
}
EX color_t align(color_t col) {
#if CAP_SDL2
swap(part(col, 0), part(col, 3));
swap(part(col, 1), part(col, 2));
#endif
return col;
}
#if CAP_SDLGFX
void aapolylineColor(SDL_Renderer *s, int*x, int *y, int polyi, color_t col) {
for(int i=1; i<polyi; i++)
aalineColor(s, x[i-1], y[i-1], x[i], y[i], col);
aalineColor(s, x[i-1], y[i-1], x[i], y[i], align(col));
}
void polylineColor(SDL_Renderer *s, int *x, int *y, int polyi, color_t col) {
for(int i=1; i<polyi; i++)
lineColor(s, x[i-1], y[i-1], x[i], y[i], col);
lineColor(s, x[i-1], y[i-1], x[i], y[i], align(col));
}
EX void filledPolygonColorI(SDL_Renderer *s, int* px, int *py, int polyi, color_t col) {
std::vector<Sint16> spx(px, px + polyi);
std::vector<Sint16> spy(py, py + polyi);
filledPolygonColor(s, spx.data(), spy.data(), polyi, col);
filledPolygonColor(s, spx.data(), spy.data(), polyi, align(col));
}
#endif

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@ -208,7 +208,7 @@ EX namespace netgen {
void blackline(vec v1, vec v2, color_t col = 0x000000FF) {
#if CAP_SDLGFX
aalineColor(srend, int(v1.x), int(v1.y), int(v2.x), int(v2.y), col);
aalineColor(srend, int(v1.x), int(v1.y), int(v2.x), int(v2.y), align(col));
#elif CAP_SDL
SDL_LockSurface(s);
int len = abs(v1.x-v2.x) + abs(v1.y-v2.y);