SDL  2.0
SDL_blendline.h File Reference
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Functions

int SDL_BlendLine (SDL_Surface *dst, int x1, int y1, int x2, int y2, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
int SDL_BlendLines (SDL_Surface *dst, const SDL_Point *points, int count, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)

Function Documentation

int SDL_BlendLine ( SDL_Surface dst,
int  x1,
int  y1,
int  x2,
int  y2,
SDL_BlendMode  blendMode,
Uint8  r,
Uint8  g,
Uint8  b,
Uint8  a 
)

Definition at line 708 of file SDL_blendline.c.

References SDL_Surface::clip_rect, SDL_Surface::format, SDL_CalculateBlendLineFunc(), SDL_IntersectRectAndLine, SDL_SetError, and SDL_TRUE.

{
if (!dst) {
return SDL_SetError("SDL_BlendLine(): Passed NULL destination surface");
}
if (!func) {
return SDL_SetError("SDL_BlendLine(): Unsupported surface format");
}
/* Perform clipping */
/* FIXME: We don't actually want to clip, as it may change line slope */
if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
return 0;
}
func(dst, x1, y1, x2, y2, blendMode, r, g, b, a, SDL_TRUE);
return 0;
}
int SDL_BlendLines ( SDL_Surface dst,
const SDL_Point points,
int  count,
SDL_BlendMode  blendMode,
Uint8  r,
Uint8  g,
Uint8  b,
Uint8  a 
)

Definition at line 733 of file SDL_blendline.c.

References SDL_Surface::clip_rect, SDL_Surface::format, i, SDL_BlendPoint(), SDL_CalculateBlendLineFunc(), SDL_IntersectRectAndLine, SDL_SetError, SDL_Point::x, and SDL_Point::y.

Referenced by SW_RenderDrawLines().

{
int i;
int x1, y1;
int x2, y2;
SDL_bool draw_end;
if (!dst) {
return SDL_SetError("SDL_BlendLines(): Passed NULL destination surface");
}
if (!func) {
return SDL_SetError("SDL_BlendLines(): Unsupported surface format");
}
for (i = 1; i < count; ++i) {
x1 = points[i-1].x;
y1 = points[i-1].y;
x2 = points[i].x;
y2 = points[i].y;
/* Perform clipping */
/* FIXME: We don't actually want to clip, as it may change line slope */
if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
continue;
}
/* Draw the end if it was clipped */
draw_end = (x2 != points[i].x || y2 != points[i].y);
func(dst, x1, y1, x2, y2, blendMode, r, g, b, a, draw_end);
}
if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
SDL_BlendPoint(dst, points[count-1].x, points[count-1].y,
blendMode, r, g, b, a);
}
return 0;
}