using SDL2; using System; using System.Collections; namespace Strawberry { static public class Draw { static public Point Camera => cameraStack.Count > 0 ? cameraStack.Back : Point.Zero; static private List cameraStack = new List() ~ delete _; static public void PushCamera(Point camera, bool relative = true) { if (relative) cameraStack.Add(Camera + camera); else cameraStack.Add(camera); } static public void PopCamera() { if (cameraStack.Count == 0) Runtime.FatalError("Cannot Pop empty Camera Stack!"); cameraStack.PopBack(); } static public void Rect(int x, int y, int w, int h, Color color) { SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend); SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A); SDL.RenderFillRect(Game.Renderer, &SDL.Rect((int32)(x - Camera.X), (int32)(y - Camera.Y), (int32)w, (int32)h)); } static public void Rect(Rect rect, Color color) { Rect(rect.X, rect.Y, rect.Width, rect.Height, color); } static public void HollowRect(int x, int y, int w, int h, Color color) { SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend); SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A); SDL.RenderDrawRect(Game.Renderer, &SDL.Rect((int32)(x - Camera.X), (int32)(y - Camera.Y), (int32)w, (int32)h)); } static public void HollowRect(Rect rect, Color color) { HollowRect(rect.X, rect.Y, rect.Width, rect.Height, color); } static public void Line(Point from, Point to, Color color) { let fromn = (Point)(from - Camera); let ton = (Point)(to - Camera); SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend); SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A); SDL.RenderDrawLine(Game.Renderer, (int32)fromn.X, (int32)fromn.Y, (int32)ton.X, (int32)ton.Y); } static public void Circle(Point at, float radius, Color color, int steps = 16) { let add = at - Camera; SDL.Point[] points = scope SDL.Point[steps + 1]; points[0] = SDL.Point((int32)(radius + add.X), (int32)add.Y); points[steps] = points[0]; float slice = Calc.Circle / steps; for (int i = 1; i < steps; i++) { points[i] = SDL.Point( (int32)(Math.Round(Math.Cos(slice * i) * radius) + add.X), (int32)(Math.Round(Math.Sin(slice * i) * radius) + add.Y) ); } SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend); SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A); SDL.RenderDrawLines(Game.Renderer, &points[0], (int32)steps + 1); } static public void Sprite(Sprite sprite, int frame, Point position) { SDL.Rect src = Strawberry.Rect(0, 0, sprite.Width, sprite.Height); SDL.Rect dst = Strawberry.Rect(position.X - Camera.X, position.Y - Camera.Y, sprite.Width, sprite.Height); SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend); SDL.RenderCopy(Game.Renderer, sprite[frame].Texture, &src, &dst); } static public void Sprite(Sprite sprite, int frame, Point position, Point origin, float rotation) { SDL.Point cnt = origin; SDL.Rect src = Strawberry.Rect(0, 0, sprite.Width, sprite.Height); SDL.Rect dst = Strawberry.Rect(position.X - origin.X - Camera.X, position.Y - origin.Y - Camera.Y, sprite.Width, sprite.Height); SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend); SDL.RenderCopyEx(Game.Renderer, sprite[frame].Texture, &src, &dst, rotation, &cnt, .None); } static public void Text(SDL2.SDLTTF.Font* font, String text, Point position, Color color) { SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A); let surface = SDLTTF.RenderUTF8_Blended(font, text, color); let texture = SDL.CreateTextureFromSurface(Game.Renderer, surface); SDL.Rect srcRect = .(0, 0, surface.w, surface.h); SDL.Rect destRect = .((int32)position.X, (int32)position.Y, surface.w, surface.h); SDL.RenderCopy(Game.Renderer, texture, &srcRect, &destRect); SDL.FreeSurface(surface); SDL.DestroyTexture(texture); } } }