CRM64Pro GDK v0.20.0
A free cross-platform game development kit built on top of SDL 3.0
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CRM64Pro::GFXfinal

GFX class. More...

Public Member Functions

bool info (Sint32 iMode=0) override
 Request GFX module information.
bool setSurfacePixel (float fX, float fY, Uint32 iColor, SDL_Surface *pSurface)
 Draw a pixel in a surface.
Uint32 getSurfacePixel (float fX, float fY, SDL_Surface *pSurface) const
 Get a pixel color from a surface.
bool setPixel (float fX, float fY, Uint32 iColor, Sint32 idRes=0)
 Draw a pixel.
bool setPixel (float fX, float fY, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw a pixel.
Uint32 getPixel (float fX, float fY, Sint32 idRes=0) const
 Get a pixel color.
bool lineH (float fX1, float fX2, float fY, Uint32 iColor, Sint32 idRes=0)
 Draw a horizontal line.
bool lineH (float fX1, float fX2, float fY, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw a horizontal line.
bool lineV (float fX, float fY1, float fY2, Uint32 iColor, Sint32 idRes=0)
 Draw a vertical line.
bool lineV (float fX, float fY1, float fY2, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw a vertical line.
bool line (float fX1, float fY1, float fX2, float fY2, Uint32 iColor, Sint32 idRes=0)
 Draw a line.
bool line (float fX1, float fY1, float fX2, float fY2, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw a line.
bool rect (float fX1, float fY1, float fX2, float fY2, Uint32 iColor, Sint32 idRes=0)
 Draw an outlined rectangle.
bool rect (float fX1, float fY1, float fX2, float fY2, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw an outlined rectangle.
bool rectFilled (float fX1, float fY1, float fX2, float fY2, Uint32 iColor, Sint32 idRes=0)
 Draw a filled rectangle.
bool rectFilled (float fX1, float fY1, float fX2, float fY2, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw a filled rectangle.
bool rectRound (float fX1, float fY1, float fX2, float fY2, float fRad, Uint32 iColor, Sint32 idRes=0)
 Draw a round outlined rectangle.
bool rectRound (float fX1, float fY1, float fX2, float fY2, float fRad, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw a round outlined rectangle.
bool rectFilledRound (float fX1, float fY1, float fX2, float fY2, float fRad, Uint32 iColor, Sint32 idRes=0)
 Draw a round filled rectangle.
bool rectFilledRound (float fX1, float fY1, float fX2, float fY2, float fRad, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw a round filled rectangle.
bool arc (float fX, float fY, float fRad, float fStart, float fEnd, Uint32 iColor, Sint32 idRes=0)
 Draw an arc.
bool arc (float fX, float fY, float fRad, float fStart, float fEnd, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw an arc.
bool circle (float fX, float fY, float fRad, Uint32 iColor, Sint32 idRes=0)
 Draw an outlined circle.
bool circle (float fX, float fY, float fRad, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw an outlined circle.
bool circleFilled (float fX, float fY, float fRad, Uint32 iColor, Sint32 idRes=0)
 Draw a filled circle.
bool circleFilled (float fX, float fY, float fRad, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw a filled circle.
bool beginLighting (Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA=255, Sint32 idRes=0, const SDL_Rect *pViewport=nullptr)
 Start a 2D lightmap rendering pass.
bool addLightOccluderRect (float fX1, float fY1, float fX2, float fY2)
 Add a rectangular light occluder to the active lighting pass.
bool addLightOccluderSegment (float fX1, float fY1, float fX2, float fY2)
 Add a segment light occluder to the active lighting pass.
bool addLightOccluderCircle (float fX, float fY, float fRadius)
 Add a circular light occluder to the active lighting pass.
bool addLightOccluderPolygon (const float *fVX, const float *fVY, Sint32 iNV)
 Add a polygon light occluder to the active lighting pass.
bool drawLight (const GFXLight &rLight)
 Draw a point or spot light into the active lighting pass.
bool endLighting ()
 Finish the active 2D lightmap rendering pass.
bool drawGlow (float fX, float fY, float fRadius, Uint32 iColor, float fIntensity=1.0f, Sint32 idRes=0)
 Draw a soft additive glow.
bool drawGlow (float fX, float fY, float fRadius, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, float fIntensity=1.0f, Sint32 idRes=0)
 Draw a soft additive glow.
bool drawRadialGlow (float fX, float fY, float fInnerRadius, float fOuterRadius, Uint32 iColor, float fIntensity=1.0f, Sint32 idRes=0)
 Draw a soft additive radial glow with a solid inner radius.
bool drawRadialGlow (float fX, float fY, float fInnerRadius, float fOuterRadius, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, float fIntensity=1.0f, Sint32 idRes=0)
 Draw a soft additive radial glow with a solid inner radius.
bool drawFlash (float fX, float fY, float fRadius, Uint32 iColor, float fIntensity=1.0f, Sint32 idRes=0)
 Draw a short hot-center additive flash.
bool drawFlash (float fX, float fY, float fRadius, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, float fIntensity=1.0f, Sint32 idRes=0)
 Draw a short hot-center additive flash.
bool drawGlowImage (Sint32 idImage, float fX, float fY, float fScale, Uint32 iColor, float fIntensity=1.0f, Sint32 idRes=0)
 Draw an image as a tinted additive glow.
bool drawGlowImage (Sint32 idImage, float fX, float fY, float fScale, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, float fIntensity=1.0f, Sint32 idRes=0)
 Draw an image as a tinted additive glow.
bool drawGlowSprite (Sint32 idSprite, float fX, float fY, float fScale, Uint32 iColor, float fIntensity=1.0f, Sint32 idRes=0)
 Draw the current sprite frame as a tinted additive glow.
bool drawGlowSprite (Sint32 idSprite, float fX, float fY, float fScale, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, float fIntensity=1.0f, Sint32 idRes=0)
 Draw the current sprite frame as a tinted additive glow.
bool ellipse (float fX, float fY, float fRadX, float fRadY, Uint32 iColor, Sint32 idRes=0)
 Draw an outlined ellipse.
bool ellipse (float fX, float fY, float fRadX, float fRadY, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw an outlined ellipse.
bool ellipseFilled (float fX, float fY, float fRadX, float fRadY, Uint32 iColor, Sint32 idRes=0)
 Draw a filled ellipse.
bool ellipseFilled (float fX, float fY, float fRadX, float fRadY, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw a filled ellipse.
bool polygon (const float *fVX, const float *fVY, Sint32 iNV, Uint32 iColor, Sint32 idRes=0)
 Draw an outlined polygon.
bool polygon (const float *fVX, const float *fVY, Sint32 iNV, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw an outlined polygon.
bool polygonFilled (const float *fVX, const float *fVY, Sint32 iNV, Uint32 iColor, Sint32 idRes=0)
 Draw a filled polygon.
bool polygonFilled (const float *fVX, const float *fVY, Sint32 iNV, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, Sint32 idRes=0)
 Draw a filled polygon.
bool rgbToHSV (Uint8 iR, Uint8 iG, Uint8 iB, float *fH, float *fS, float *fV)
 Color conversion from RGB to HSV.
bool hsvToRGB (float fH, float fS, float fV, Uint8 *iR, Uint8 *iG, Uint8 *iB)
 Color conversion from HSV to RGB.
bool rgbToYUV (Uint8 iR, Uint8 iG, Uint8 iB, Uint8 *iY, Uint8 *iU, Uint8 *iV)
 Color conversion from RGB to YUV.
bool yuvToRGB (Uint8 iY, Uint8 iU, Uint8 iV, Uint8 *iR, Uint8 *iG, Uint8 *iB)
 Color conversion from YUV to RGB.
bool rgbToYCC (Uint8 iR, Uint8 iG, Uint8 iB, Uint8 *iY, Uint8 *iCb, Uint8 *iCr)
 Color conversion from RGB to YCC.
bool yccToRGB (Uint8 iY, Uint8 iCb, Uint8 iCr, Uint8 *iR, Uint8 *iG, Uint8 *iB)
 Color conversion from YCC to RGB.

Detailed Description

GFX class.