ruby2d 0.9.0 → 0.9.1
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- checksums.yaml +4 -4
- data/assets/README.md +1 -0
- data/assets/linux/simple2d/Makefile +250 -0
- data/assets/linux/simple2d/bin/simple2d.sh +1249 -0
- data/assets/linux/simple2d/include/simple2d.h +735 -0
- data/assets/linux/simple2d/src/controllers.c +110 -0
- data/assets/linux/simple2d/src/gl.c +426 -0
- data/assets/linux/simple2d/src/gl2.c +146 -0
- data/assets/linux/simple2d/src/gl3.c +275 -0
- data/assets/linux/simple2d/src/gles.c +308 -0
- data/assets/linux/simple2d/src/image.c +138 -0
- data/assets/linux/simple2d/src/input.c +48 -0
- data/assets/linux/simple2d/src/music.c +114 -0
- data/assets/linux/simple2d/src/shapes.c +154 -0
- data/assets/linux/simple2d/src/simple2d.c +185 -0
- data/assets/linux/simple2d/src/sound.c +56 -0
- data/assets/linux/simple2d/src/sprite.c +147 -0
- data/assets/linux/simple2d/src/text.c +129 -0
- data/assets/linux/simple2d/src/window.c +403 -0
- data/ext/ruby2d/extconf.rb +110 -29
- data/lib/ruby2d/version.rb +1 -1
- metadata +19 -2
@@ -0,0 +1,110 @@
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// controllers.c
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#include "../include/simple2d.h"
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// Stores the last joystick instance ID seen by the system. These instance IDs
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// are unique and increment with each new joystick connected.
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static int last_intance_id = -1;
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/*
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11
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* Add controller mapping from string
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*/
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void S2D_AddControllerMapping(const char *map) {
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int result = SDL_GameControllerAddMapping(map);
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char guid[33];
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strncpy(guid, map, 32);
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switch (result) {
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case 1:
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S2D_Log(S2D_INFO, "Mapping added for GUID: %s", guid);
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break;
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case 0:
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S2D_Log(S2D_INFO, "Mapping updated for GUID: %s", guid);
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break;
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case -1:
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S2D_Error("SDL_GameControllerAddMapping", SDL_GetError());
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break;
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}
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}
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33
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/*
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34
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* Add controller mappings from the specified file
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35
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*/
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void S2D_AddControllerMappingsFromFile(const char *path) {
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37
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if (!S2D_FileExists(path)) {
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S2D_Log(S2D_WARN, "Controller mappings file not found: %s", path);
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return;
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}
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int mappings_added = SDL_GameControllerAddMappingsFromFile(path);
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if (mappings_added == -1) {
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S2D_Error("SDL_GameControllerAddMappingsFromFile", SDL_GetError());
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} else {
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S2D_Log(S2D_INFO, "Added %i controller mapping(s)", mappings_added);
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}
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}
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/*
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* Check if joystick is a controller
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*/
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bool S2D_IsController(SDL_JoystickID id) {
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return SDL_GameControllerFromInstanceID(id) == NULL ? false : true;
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}
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/*
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* Open controllers and joysticks
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*/
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void S2D_OpenControllers() {
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char guid_str[33];
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// Enumerate joysticks
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for (int device_index = 0; device_index < SDL_NumJoysticks(); ++device_index) {
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// Check if joystick supports SDL's game controller interface (a mapping is available)
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if (SDL_IsGameController(device_index)) {
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SDL_GameController *controller = SDL_GameControllerOpen(device_index);
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SDL_JoystickID intance_id = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller));
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SDL_JoystickGetGUIDString(
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SDL_JoystickGetGUID(SDL_GameControllerGetJoystick(controller)),
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guid_str, 33
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);
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if (intance_id > last_intance_id) {
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if (controller) {
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S2D_Log(S2D_INFO, "Controller #%i: %s\n GUID: %s", intance_id, SDL_GameControllerName(controller), guid_str);
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} else {
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S2D_Log(S2D_ERROR, "Could not open controller #%i: %s", intance_id, SDL_GetError());
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}
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last_intance_id = intance_id;
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}
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// Controller interface not supported, try to open as joystick
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} else {
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SDL_Joystick *joy = SDL_JoystickOpen(device_index);
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SDL_JoystickID intance_id = SDL_JoystickInstanceID(joy);
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if (!joy) {
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S2D_Log(S2D_ERROR, "Could not open controller");
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} else if(intance_id > last_intance_id) {
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SDL_JoystickGetGUIDString(
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SDL_JoystickGetGUID(joy),
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guid_str, 33
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);
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S2D_Log(S2D_INFO,
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"Controller #%i: %s\n GUID: %s\n Axes: %d\n Buttons: %d\n Balls: %d",
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intance_id, SDL_JoystickName(joy), guid_str, SDL_JoystickNumAxes(joy),
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SDL_JoystickNumButtons(joy), SDL_JoystickNumBalls(joy)
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);
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S2D_Log(S2D_WARN, "Controller #%i does not have a mapping available", intance_id);
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last_intance_id = intance_id;
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}
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}
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}
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}
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@@ -0,0 +1,426 @@
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// Simple 2D OpenGL Functions
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#include "../include/simple2d.h"
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// Set to `true` to force OpenGL 2.1 (for testing)
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static bool FORCE_GL2 = false;
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// Flag set if using OpenGL 2.1
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static bool S2D_GL2 = false;
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// The orthographic projection matrix for 2D rendering.
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// Elements 0 and 5 are set in S2D_GL_SetViewport.
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static GLfloat orthoMatrix[16] =
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{ 0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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-1.0f, 1.0f, -1.0f, 1.0f };
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/*
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* Prints current GL error
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*/
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void S2D_GL_PrintError(char *error) {
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S2D_Log(S2D_ERROR, "%s (%d)", error, glGetError());
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}
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/*
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* Print info about the current OpenGL context
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*/
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void S2D_GL_PrintContextInfo(S2D_Window *window) {
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S2D_Log(S2D_INFO,
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"OpenGL Context\n"
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" GL_VENDOR: %s\n"
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" GL_RENDERER: %s\n"
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" GL_VERSION: %s\n"
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" GL_SHADING_LANGUAGE_VERSION: %s",
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window->S2D_GL_VENDOR,
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window->S2D_GL_RENDERER,
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window->S2D_GL_VERSION,
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window->S2D_GL_SHADING_LANGUAGE_VERSION
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);
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}
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/*
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* Store info about the current OpenGL context
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*/
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void S2D_GL_StoreContextInfo(S2D_Window *window) {
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window->S2D_GL_VENDOR = glGetString(GL_VENDOR);
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window->S2D_GL_RENDERER = glGetString(GL_RENDERER);
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window->S2D_GL_VERSION = glGetString(GL_VERSION);
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// These are not defined in GLES
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#if GLES
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window->S2D_GL_MAJOR_VERSION = 0;
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window->S2D_GL_MINOR_VERSION = 0;
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#else
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glGetIntegerv(GL_MAJOR_VERSION, &window->S2D_GL_MAJOR_VERSION);
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glGetIntegerv(GL_MINOR_VERSION, &window->S2D_GL_MINOR_VERSION);
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#endif
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window->S2D_GL_SHADING_LANGUAGE_VERSION = glGetString(GL_SHADING_LANGUAGE_VERSION);
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};
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/*
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* Creates a shader object, loads shader string, and compiles.
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* Returns 0 if shader could not be compiled.
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*/
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GLuint S2D_GL_LoadShader(GLenum type, const GLchar *shaderSrc, char *shaderName) {
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GLuint shader;
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GLint compiled;
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// Create the shader object
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shader = glCreateShader(type);
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if (shader == 0) {
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S2D_GL_PrintError("Failed to create shader program");
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return 0;
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}
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// Load the shader source
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glShaderSource(shader, 1, &shaderSrc, NULL);
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// Compile the shader
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glCompileShader(shader);
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// Check the compile status
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint infoLen = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1) {
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char *infoLog = malloc(sizeof(char) * infoLen);
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glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
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printf("Error compiling shader \"%s\":\n%s\n", shaderName, infoLog);
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free(infoLog);
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}
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glDeleteShader(shader);
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return 0;
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111
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}
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112
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113
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return shader;
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114
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}
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115
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+
|
116
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+
|
117
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/*
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118
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* Check if shader program was linked
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119
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*/
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120
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int S2D_GL_CheckLinked(GLuint program, char *name) {
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121
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122
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GLint linked;
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123
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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124
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+
|
125
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if (!linked) {
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126
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127
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GLint infoLen = 0;
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128
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
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129
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130
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if (infoLen > 1) {
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131
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+
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132
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char *infoLog = malloc(sizeof(char) * infoLen);
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133
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+
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134
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glGetProgramInfoLog(program, infoLen, NULL, infoLog);
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135
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printf("Error linking program `%s`: %s\n", name, infoLog);
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136
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+
|
137
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free(infoLog);
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138
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}
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139
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+
|
140
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glDeleteProgram(program);
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141
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return GL_FALSE;
|
142
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+
}
|
143
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+
|
144
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+
return GL_TRUE;
|
145
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+
}
|
146
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+
|
147
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+
|
148
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+
/*
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149
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* Calculate the viewport's scaled width and height
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150
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*/
|
151
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void S2D_GL_GetViewportScale(S2D_Window *window, int *w, int *h, double *scale) {
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152
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+
|
153
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double s = fmin(
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154
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window->width / (double)window->viewport.width,
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155
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window->height / (double)window->viewport.height
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156
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);
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157
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+
|
158
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*w = window->viewport.width * s;
|
159
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*h = window->viewport.height * s;
|
160
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+
|
161
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if (scale) *scale = s;
|
162
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+
}
|
163
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+
|
164
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+
|
165
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+
/*
|
166
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+
* Sets the viewport and matrix projection
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167
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+
*/
|
168
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+
void S2D_GL_SetViewport(S2D_Window *window) {
|
169
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+
|
170
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+
int ortho_w = window->viewport.width;
|
171
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+
int ortho_h = window->viewport.height;
|
172
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+
int x, y, w, h; // calculated GL viewport values
|
173
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+
|
174
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+
x = 0; y = 0; w = window->width; h = window->height;
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175
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+
|
176
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+
switch (window->viewport.mode) {
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177
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+
|
178
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+
case S2D_FIXED:
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179
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+
w = window->orig_width;
|
180
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+
h = window->orig_height;
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181
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+
y = window->height - h;
|
182
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+
break;
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183
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+
|
184
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+
case S2D_EXPAND:
|
185
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ortho_w = w;
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186
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+
ortho_h = h;
|
187
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+
break;
|
188
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+
|
189
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+
case S2D_SCALE:
|
190
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+
S2D_GL_GetViewportScale(window, &w, &h, NULL);
|
191
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+
// Center the viewport
|
192
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+
x = window->width / 2.0 - w/2.0;
|
193
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+
y = window->height / 2.0 - h/2.0;
|
194
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+
break;
|
195
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+
|
196
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+
case S2D_STRETCH:
|
197
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+
break;
|
198
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+
}
|
199
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+
|
200
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+
glViewport(x, y, w, h);
|
201
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+
|
202
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+
// Set orthographic projection matrix
|
203
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+
orthoMatrix[0] = 2.0f / (GLfloat)ortho_w;
|
204
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+
orthoMatrix[5] = -2.0f / (GLfloat)ortho_h;
|
205
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+
|
206
|
+
#if GLES
|
207
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+
S2D_GLES_ApplyProjection(orthoMatrix);
|
208
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+
#else
|
209
|
+
if (S2D_GL2) {
|
210
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+
S2D_GL2_ApplyProjection(ortho_w, ortho_h);
|
211
|
+
} else {
|
212
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+
S2D_GL3_ApplyProjection(orthoMatrix);
|
213
|
+
}
|
214
|
+
#endif
|
215
|
+
}
|
216
|
+
|
217
|
+
|
218
|
+
/*
|
219
|
+
* Initialize OpenGL
|
220
|
+
*/
|
221
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+
int S2D_GL_Init(S2D_Window *window) {
|
222
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+
|
223
|
+
// Specify OpenGL contexts and set attributes
|
224
|
+
#if GLES
|
225
|
+
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
|
226
|
+
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
227
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+
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
228
|
+
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
|
229
|
+
#else
|
230
|
+
// Use legacy OpenGL 2.1
|
231
|
+
if (FORCE_GL2) {
|
232
|
+
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
233
|
+
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
|
234
|
+
// Request an OpenGL 3.3 forward-compatible core profile
|
235
|
+
} else {
|
236
|
+
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
237
|
+
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
238
|
+
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
239
|
+
}
|
240
|
+
#endif
|
241
|
+
|
242
|
+
// Create and store the OpenGL context
|
243
|
+
if (FORCE_GL2) {
|
244
|
+
window->glcontext = NULL;
|
245
|
+
} else {
|
246
|
+
// Ask SDL to create an OpenGL context
|
247
|
+
window->glcontext = SDL_GL_CreateContext(window->sdl);
|
248
|
+
}
|
249
|
+
|
250
|
+
// Check if a valid OpenGL context was created
|
251
|
+
if (window->glcontext) {
|
252
|
+
// Valid context found
|
253
|
+
|
254
|
+
// Initialize OpenGL ES 2.0
|
255
|
+
#if GLES
|
256
|
+
S2D_GLES_Init();
|
257
|
+
S2D_GL_SetViewport(window);
|
258
|
+
|
259
|
+
// Initialize OpenGL 3.3+
|
260
|
+
#else
|
261
|
+
// Initialize GLEW on Windows
|
262
|
+
#if WINDOWS
|
263
|
+
GLenum err = glewInit();
|
264
|
+
if (GLEW_OK != err) S2D_Error("GLEW", glewGetErrorString(err));
|
265
|
+
#endif
|
266
|
+
S2D_GL3_Init();
|
267
|
+
S2D_GL_SetViewport(window);
|
268
|
+
#endif
|
269
|
+
|
270
|
+
// Context could not be created
|
271
|
+
} else {
|
272
|
+
|
273
|
+
#if GLES
|
274
|
+
S2D_Error("GLES / SDL_GL_CreateContext", SDL_GetError());
|
275
|
+
|
276
|
+
#else
|
277
|
+
// Try to fallback using an OpenGL 2.1 context
|
278
|
+
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
279
|
+
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
|
280
|
+
|
281
|
+
// Try creating the context again
|
282
|
+
window->glcontext = SDL_GL_CreateContext(window->sdl);
|
283
|
+
|
284
|
+
// Check if this context was created
|
285
|
+
if (window->glcontext) {
|
286
|
+
// Valid context found
|
287
|
+
S2D_GL2 = true;
|
288
|
+
S2D_GL2_Init();
|
289
|
+
S2D_GL_SetViewport(window);
|
290
|
+
|
291
|
+
// Could not create any OpenGL contexts, hard failure
|
292
|
+
} else {
|
293
|
+
S2D_Error("GL2 / SDL_GL_CreateContext", SDL_GetError());
|
294
|
+
S2D_Log(S2D_ERROR, "An OpenGL context could not be created");
|
295
|
+
return -1;
|
296
|
+
}
|
297
|
+
#endif
|
298
|
+
}
|
299
|
+
|
300
|
+
// Store the context and print it if diagnostics is enabled
|
301
|
+
S2D_GL_StoreContextInfo(window);
|
302
|
+
if (S2D_diagnostics) S2D_GL_PrintContextInfo(window);
|
303
|
+
|
304
|
+
return 0;
|
305
|
+
}
|
306
|
+
|
307
|
+
|
308
|
+
/*
|
309
|
+
* Creates a texture for rendering
|
310
|
+
*/
|
311
|
+
void S2D_GL_CreateTexture(GLuint *id, GLint format,
|
312
|
+
int w, int h,
|
313
|
+
const GLvoid *data, GLint filter) {
|
314
|
+
|
315
|
+
// If 0, then a new texture; generate name
|
316
|
+
if (*id == 0) glGenTextures(1, id);
|
317
|
+
|
318
|
+
// Bind the named texture to a texturing target
|
319
|
+
glBindTexture(GL_TEXTURE_2D, *id);
|
320
|
+
|
321
|
+
// Specifies the 2D texture image
|
322
|
+
glTexImage2D(
|
323
|
+
GL_TEXTURE_2D, 0, format, w, h,
|
324
|
+
0, format, GL_UNSIGNED_BYTE, data
|
325
|
+
);
|
326
|
+
|
327
|
+
// Set the filtering mode
|
328
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
|
329
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
|
330
|
+
}
|
331
|
+
|
332
|
+
|
333
|
+
/*
|
334
|
+
* Free a texture
|
335
|
+
*/
|
336
|
+
void S2D_GL_FreeTexture(GLuint *id) {
|
337
|
+
if (*id != 0) {
|
338
|
+
glDeleteTextures(1, id);
|
339
|
+
*id = 0;
|
340
|
+
}
|
341
|
+
}
|
342
|
+
|
343
|
+
|
344
|
+
/*
|
345
|
+
* Draw a triangle
|
346
|
+
*/
|
347
|
+
void S2D_GL_DrawTriangle(GLfloat x1, GLfloat y1,
|
348
|
+
GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
|
349
|
+
GLfloat x2, GLfloat y2,
|
350
|
+
GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
|
351
|
+
GLfloat x3, GLfloat y3,
|
352
|
+
GLfloat r3, GLfloat g3, GLfloat b3, GLfloat a3) {
|
353
|
+
|
354
|
+
#if GLES
|
355
|
+
S2D_GLES_DrawTriangle(x1, y1, r1, g1, b1, a1,
|
356
|
+
x2, y2, r2, g2, b2, a2,
|
357
|
+
x3, y3, r3, g3, b3, a3);
|
358
|
+
#else
|
359
|
+
if (S2D_GL2) {
|
360
|
+
S2D_GL2_DrawTriangle(x1, y1, r1, g1, b1, a1,
|
361
|
+
x2, y2, r2, g2, b2, a2,
|
362
|
+
x3, y3, r3, g3, b3, a3);
|
363
|
+
} else {
|
364
|
+
S2D_GL3_DrawTriangle(x1, y1, r1, g1, b1, a1,
|
365
|
+
x2, y2, r2, g2, b2, a2,
|
366
|
+
x3, y3, r3, g3, b3, a3);
|
367
|
+
}
|
368
|
+
#endif
|
369
|
+
}
|
370
|
+
|
371
|
+
|
372
|
+
/*
|
373
|
+
* Draw an image
|
374
|
+
*/
|
375
|
+
void S2D_GL_DrawImage(S2D_Image *img) {
|
376
|
+
#if GLES
|
377
|
+
S2D_GLES_DrawImage(img);
|
378
|
+
#else
|
379
|
+
if (S2D_GL2) {
|
380
|
+
S2D_GL2_DrawImage(img);
|
381
|
+
} else {
|
382
|
+
S2D_GL3_DrawImage(img);
|
383
|
+
}
|
384
|
+
#endif
|
385
|
+
}
|
386
|
+
|
387
|
+
|
388
|
+
/*
|
389
|
+
* Draw sprite
|
390
|
+
*/
|
391
|
+
void S2D_GL_DrawSprite(S2D_Sprite *spr) {
|
392
|
+
#if GLES
|
393
|
+
S2D_GLES_DrawSprite(spr);
|
394
|
+
#else
|
395
|
+
if (S2D_GL2) {
|
396
|
+
S2D_GL2_DrawSprite(spr);
|
397
|
+
} else {
|
398
|
+
S2D_GL3_DrawSprite(spr);
|
399
|
+
}
|
400
|
+
#endif
|
401
|
+
}
|
402
|
+
|
403
|
+
|
404
|
+
/*
|
405
|
+
* Draw text
|
406
|
+
*/
|
407
|
+
void S2D_GL_DrawText(S2D_Text *txt) {
|
408
|
+
#if GLES
|
409
|
+
S2D_GLES_DrawText(txt);
|
410
|
+
#else
|
411
|
+
if (S2D_GL2) {
|
412
|
+
S2D_GL2_DrawText(txt);
|
413
|
+
} else {
|
414
|
+
S2D_GL3_DrawText(txt);
|
415
|
+
}
|
416
|
+
#endif
|
417
|
+
}
|
418
|
+
|
419
|
+
|
420
|
+
/*
|
421
|
+
* Clear buffers to given color values
|
422
|
+
*/
|
423
|
+
void S2D_GL_Clear(S2D_Color clr) {
|
424
|
+
glClearColor(clr.r, clr.g, clr.b, clr.a);
|
425
|
+
glClear(GL_COLOR_BUFFER_BIT);
|
426
|
+
}
|