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#include "Renderer.hpp"
IVGuiPaintSurface* pRendererSurface = nullptr;
void EngineRenderer::DrawRect(int x, int y, int w, int h, Color color)
{
pRendererSurface->DrawSetColor(color.r, color.g, color.b, color.a);
pRendererSurface->DrawFilledRect(x, y, x + w, y + h);
}
void EngineRenderer::DrawOutlinedRect(int x, int y, int w, int h, Color color)
{
pRendererSurface->DrawSetColor(color.r, color.g, color.b, color.a);
pRendererSurface->DrawOutlinedRect(x, y, x + w, y + h);
}
void EngineRenderer::DrawGradientRect(Vector2D pos, Vector2D size, Color top, Color bottom, bool horizontal)
{
pRendererSurface->DrawSetColor(top.r, top.g, top.b, top.a);
pRendererSurface->DrawFilledRectFade(pos.x, pos.y, pos.x + size.x, pos.y + size.y, 255, 255, horizontal);
pRendererSurface->DrawSetColor(bottom.r, bottom.g, bottom.b, bottom.a);
pRendererSurface->DrawFilledRectFade(pos.x, pos.y, pos.x + size.x, pos.y + size.y, 0, 255, horizontal);
}
void EngineRenderer::DrawLine(int x0, int y0, int x1, int y1, Color color)
{
pRendererSurface->DrawSetColor(color.r, color.g, color.b, color.a);
pRendererSurface->DrawLine(x0, y0, x1, y1);
}
void EngineRenderer::DrawColoredCircle(int x, int y, float radius, Color color)
{
//pRendererSurface->DrawSetColor(color.r, color.g, color.b, color.a);
//pRendererSurface->DrawOutlinedCircle(250, 250, 50, 8);
//pRendererSurface->DrawColoredCircle(x, y, radius, color.r, color.g, color.b, color.a);
pRendererSurface->DrawColoredCircle(x, y, radius, color.r, color.g, color.b, color.a);
}
void EngineRenderer::DrawTexturedPolygon(int n, Vertex_t* vertice, Color color)
{
static int TextureID = pRendererSurface->CreateNewTextureID(true);
static unsigned char Buf[4] = { 255, 255, 255, 255 };
pRendererSurface->DrawSetTextureRGBA(TextureID, Buf, 1, 1);
pRendererSurface->DrawSetColor(color.r, color.g, color.b, color.a);
pRendererSurface->DrawSetTexture(TextureID);
pRendererSurface->DrawTexturedPolygon(n, vertice);
}
void EngineRenderer::DrawFilledCircle(Vector2D position, float smoothness, float radius, Color color)
{
std::vector<Vertex_t> vertices;
float step = (float)M_PI * 2.0f / smoothness;
for (float a = 0; a < (M_PI * 2.0f); a += step)
vertices.push_back(Vertex_t(Vector2D(radius * cosf(a) + position.x, radius * sinf(a) + position.y)));
DrawTexturedPolygon((int)smoothness, vertices.data(), color);
}
void EngineRenderer::DrawString(unsigned long font, int x, int y, Color color, const char* str, ...)
{
if (!str)
return;
va_list arg;
char buffer[1024];
wchar_t wstring[1024];
va_start(arg, str);
_vsnprintf_s(buffer, sizeof(buffer), str, arg);
va_end(arg);
MultiByteToWideChar(CP_UTF8, 0, buffer, 256, wstring, 256);
pRendererSurface->DrawSetTextPos(x, y);
pRendererSurface->DrawSetTextFont(font);
pRendererSurface->DrawSetTextColor(color.r, color.g, color.b, color.a);
pRendererSurface->DrawPrintText(wstring, wcslen(wstring));
}
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