CRM64Pro GDK v0.19.0
A free cross-platform game development kit built on top of SDL 3.0
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CRM64Pro::GFXfinal

GFX class. More...

Detailed Description

GFX class.

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)
 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 (float fX, float fY, float fRadius, Uint32 iColor, float fIntensity=1.0f, bool bUseOccluders=true)
 Draw a point light into the active lighting pass.
bool drawLight (float fX, float fY, float fRadius, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, float fIntensity=1.0f, bool bUseOccluders=true)
 Draw a point light into the active lighting pass.
bool drawSpotLight (float fX, float fY, float fRadius, float fDirection, float fAngle, Uint32 iColor, float fIntensity=1.0f, bool bUseOccluders=true)
 Draw a spot light into the active lighting pass.
bool drawSpotLight (float fX, float fY, float fRadius, float fDirection, float fAngle, Uint8 iR, Uint8 iG, Uint8 iB, Uint8 iA, float fIntensity=1.0f, bool bUseOccluders=true)
 Draw a 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.