ruby2d 0.9.4 → 0.9.5
Sign up to get free protection for your applications and to get access to all the features.
- checksums.yaml +4 -4
- data/bin/ruby2d +1 -0
- data/{assets/linux/simple2d/src/simple2d.c → ext/ruby2d/common.c} +32 -32
- data/{assets/linux/simple2d/src → ext/ruby2d}/controllers.c +17 -17
- data/ext/ruby2d/extconf.rb +4 -34
- data/{assets/linux/simple2d/src → ext/ruby2d}/gl.c +75 -75
- data/{assets/linux/simple2d/src → ext/ruby2d}/gl2.c +20 -20
- data/{assets/linux/simple2d/src → ext/ruby2d}/gl3.c +29 -29
- data/{assets/linux/simple2d/src → ext/ruby2d}/gles.c +26 -26
- data/{assets/linux/simple2d/src → ext/ruby2d}/image.c +16 -16
- data/{assets/linux/simple2d/src → ext/ruby2d}/input.c +8 -8
- data/{assets/linux/simple2d/src → ext/ruby2d}/music.c +17 -17
- data/ext/ruby2d/ruby2d.c +125 -126
- data/{assets/include/simple2d.h → ext/ruby2d/ruby2d.h} +207 -207
- data/{assets/linux/simple2d/src → ext/ruby2d}/shapes.c +18 -18
- data/{assets/linux/simple2d/src → ext/ruby2d}/sound.c +14 -14
- data/{assets/linux/simple2d/src → ext/ruby2d}/sprite.c +16 -16
- data/{assets/linux/simple2d/src → ext/ruby2d}/text.c +22 -22
- data/{assets/linux/simple2d/src → ext/ruby2d}/window.c +61 -61
- data/lib/ruby2d/cli/build.rb +2 -7
- data/lib/ruby2d/version.rb +1 -1
- metadata +21 -26
- data/assets/linux/simple2d/Makefile +0 -260
- data/assets/linux/simple2d/bin/simple2d.sh +0 -1318
- data/assets/linux/simple2d/include/simple2d.h +0 -757
- data/assets/macos/lib/libsimple2d.a +0 -0
- data/assets/mingw/lib/libsimple2d.a +0 -0
@@ -1,6 +1,6 @@
|
|
1
1
|
// OpenGL 2.1
|
2
2
|
|
3
|
-
#include "
|
3
|
+
#include "ruby2d.h"
|
4
4
|
|
5
5
|
#if !GLES
|
6
6
|
|
@@ -8,7 +8,7 @@
|
|
8
8
|
/*
|
9
9
|
* Applies the projection matrix
|
10
10
|
*/
|
11
|
-
void
|
11
|
+
void R2D_GL2_ApplyProjection(int w, int h) {
|
12
12
|
|
13
13
|
// Initialize the projection matrix
|
14
14
|
glMatrixMode(GL_PROJECTION);
|
@@ -26,7 +26,7 @@ void S2D_GL2_ApplyProjection(int w, int h) {
|
|
26
26
|
/*
|
27
27
|
* Initalize OpenGL
|
28
28
|
*/
|
29
|
-
int
|
29
|
+
int R2D_GL2_Init() {
|
30
30
|
|
31
31
|
GLenum error = GL_NO_ERROR;
|
32
32
|
|
@@ -37,7 +37,7 @@ int S2D_GL2_Init() {
|
|
37
37
|
// Check for errors
|
38
38
|
error = glGetError();
|
39
39
|
if (error != GL_NO_ERROR) {
|
40
|
-
|
40
|
+
R2D_GL_PrintError("OpenGL initialization failed");
|
41
41
|
return 1;
|
42
42
|
} else {
|
43
43
|
return 0;
|
@@ -48,7 +48,7 @@ int S2D_GL2_Init() {
|
|
48
48
|
/*
|
49
49
|
* Draw triangle
|
50
50
|
*/
|
51
|
-
void
|
51
|
+
void R2D_GL2_DrawTriangle(GLfloat x1, GLfloat y1,
|
52
52
|
GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
|
53
53
|
GLfloat x2, GLfloat y2,
|
54
54
|
GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
|
@@ -66,24 +66,24 @@ void S2D_GL2_DrawTriangle(GLfloat x1, GLfloat y1,
|
|
66
66
|
/*
|
67
67
|
* Draw texture
|
68
68
|
*/
|
69
|
-
static void
|
69
|
+
static void R2D_GL2_DrawTexture(int x, int y, int w, int h,
|
70
70
|
GLfloat angle, GLfloat rx, GLfloat ry,
|
71
71
|
GLfloat r, GLfloat g, GLfloat b, GLfloat a,
|
72
72
|
GLfloat tx1, GLfloat ty1, GLfloat tx2, GLfloat ty2,
|
73
73
|
GLfloat tx3, GLfloat ty3, GLfloat tx4, GLfloat ty4,
|
74
74
|
GLuint texture_id) {
|
75
75
|
|
76
|
-
|
77
|
-
|
78
|
-
|
79
|
-
|
76
|
+
R2D_GL_Point v1 = { .x = x, .y = y };
|
77
|
+
R2D_GL_Point v2 = { .x = x + w, .y = y };
|
78
|
+
R2D_GL_Point v3 = { .x = x + w, .y = y + h };
|
79
|
+
R2D_GL_Point v4 = { .x = x, .y = y + h };
|
80
80
|
|
81
81
|
// Rotate vertices
|
82
82
|
if (angle != 0) {
|
83
|
-
v1 =
|
84
|
-
v2 =
|
85
|
-
v3 =
|
86
|
-
v4 =
|
83
|
+
v1 = R2D_RotatePoint(v1, angle, rx, ry);
|
84
|
+
v2 = R2D_RotatePoint(v2, angle, rx, ry);
|
85
|
+
v3 = R2D_RotatePoint(v3, angle, rx, ry);
|
86
|
+
v4 = R2D_RotatePoint(v4, angle, rx, ry);
|
87
87
|
}
|
88
88
|
|
89
89
|
glEnable(GL_TEXTURE_2D);
|
@@ -105,8 +105,8 @@ static void S2D_GL2_DrawTexture(int x, int y, int w, int h,
|
|
105
105
|
/*
|
106
106
|
* Draw image
|
107
107
|
*/
|
108
|
-
void
|
109
|
-
|
108
|
+
void R2D_GL2_DrawImage(R2D_Image *img) {
|
109
|
+
R2D_GL2_DrawTexture(
|
110
110
|
img->x, img->y, img->width, img->height,
|
111
111
|
img->rotate, img->rx, img->ry,
|
112
112
|
img->color.r, img->color.g, img->color.b, img->color.a,
|
@@ -119,8 +119,8 @@ void S2D_GL2_DrawImage(S2D_Image *img) {
|
|
119
119
|
/*
|
120
120
|
* Draw sprite
|
121
121
|
*/
|
122
|
-
void
|
123
|
-
|
122
|
+
void R2D_GL2_DrawSprite(R2D_Sprite *spr) {
|
123
|
+
R2D_GL2_DrawTexture(
|
124
124
|
spr->x, spr->y, spr->width, spr->height,
|
125
125
|
spr->rotate, spr->rx, spr->ry,
|
126
126
|
spr->color.r, spr->color.g, spr->color.b, spr->color.a,
|
@@ -133,8 +133,8 @@ void S2D_GL2_DrawSprite(S2D_Sprite *spr) {
|
|
133
133
|
/*
|
134
134
|
* Draw text
|
135
135
|
*/
|
136
|
-
void
|
137
|
-
|
136
|
+
void R2D_GL2_DrawText(R2D_Text *txt) {
|
137
|
+
R2D_GL2_DrawTexture(
|
138
138
|
txt->x, txt->y, txt->width, txt->height,
|
139
139
|
txt->rotate, txt->rx, txt->ry,
|
140
140
|
txt->color.r, txt->color.g, txt->color.b, txt->color.a,
|
@@ -1,6 +1,6 @@
|
|
1
1
|
// OpenGL 3.3+
|
2
2
|
|
3
|
-
#include "
|
3
|
+
#include "ruby2d.h"
|
4
4
|
|
5
5
|
// Skip this file if OpenGL ES
|
6
6
|
#if !GLES
|
@@ -21,7 +21,7 @@ static GLuint indices[] = // indices for rendering textured quads
|
|
21
21
|
/*
|
22
22
|
* Applies the projection matrix
|
23
23
|
*/
|
24
|
-
void
|
24
|
+
void R2D_GL3_ApplyProjection(GLfloat orthoMatrix[16]) {
|
25
25
|
|
26
26
|
// Use the program object
|
27
27
|
glUseProgram(shaderProgram);
|
@@ -46,7 +46,7 @@ void S2D_GL3_ApplyProjection(GLfloat orthoMatrix[16]) {
|
|
46
46
|
/*
|
47
47
|
* Initalize OpenGL
|
48
48
|
*/
|
49
|
-
int
|
49
|
+
int R2D_GL3_Init() {
|
50
50
|
|
51
51
|
// Enable transparency
|
52
52
|
glEnable(GL_BLEND);
|
@@ -116,9 +116,9 @@ int S2D_GL3_Init() {
|
|
116
116
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
117
117
|
|
118
118
|
// Load the vertex and fragment shaders
|
119
|
-
GLuint vertexShader =
|
120
|
-
GLuint fragmentShader =
|
121
|
-
GLuint texFragmentShader =
|
119
|
+
GLuint vertexShader = R2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GL3 Vertex");
|
120
|
+
GLuint fragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GL3 Fragment");
|
121
|
+
GLuint texFragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GL3 Texture Fragment");
|
122
122
|
|
123
123
|
// Triangle Shader //
|
124
124
|
|
@@ -127,7 +127,7 @@ int S2D_GL3_Init() {
|
|
127
127
|
|
128
128
|
// Check if program was created successfully
|
129
129
|
if (shaderProgram == 0) {
|
130
|
-
|
130
|
+
R2D_GL_PrintError("Failed to create shader program");
|
131
131
|
return GL_FALSE;
|
132
132
|
}
|
133
133
|
|
@@ -142,7 +142,7 @@ int S2D_GL3_Init() {
|
|
142
142
|
glLinkProgram(shaderProgram);
|
143
143
|
|
144
144
|
// Check if linked
|
145
|
-
|
145
|
+
R2D_GL_CheckLinked(shaderProgram, "GL3 shader");
|
146
146
|
|
147
147
|
// Specify the layout of the position vertex data...
|
148
148
|
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
|
@@ -161,7 +161,7 @@ int S2D_GL3_Init() {
|
|
161
161
|
|
162
162
|
// Check if program was created successfully
|
163
163
|
if (texShaderProgram == 0) {
|
164
|
-
|
164
|
+
R2D_GL_PrintError("Failed to create shader program");
|
165
165
|
return GL_FALSE;
|
166
166
|
}
|
167
167
|
|
@@ -176,7 +176,7 @@ int S2D_GL3_Init() {
|
|
176
176
|
glLinkProgram(texShaderProgram);
|
177
177
|
|
178
178
|
// Check if linked
|
179
|
-
|
179
|
+
R2D_GL_CheckLinked(texShaderProgram, "GL3 texture shader");
|
180
180
|
|
181
181
|
// Specify the layout of the position vertex data...
|
182
182
|
posAttrib = glGetAttribLocation(texShaderProgram, "position");
|
@@ -206,7 +206,7 @@ int S2D_GL3_Init() {
|
|
206
206
|
/*
|
207
207
|
* Render the vertex buffer and reset it
|
208
208
|
*/
|
209
|
-
void
|
209
|
+
void R2D_GL3_FlushBuffers() {
|
210
210
|
|
211
211
|
// Use the triangle shader program
|
212
212
|
glUseProgram(shaderProgram);
|
@@ -228,7 +228,7 @@ void S2D_GL3_FlushBuffers() {
|
|
228
228
|
/*
|
229
229
|
* Draw triangle
|
230
230
|
*/
|
231
|
-
void
|
231
|
+
void R2D_GL3_DrawTriangle(GLfloat x1, GLfloat y1,
|
232
232
|
GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
|
233
233
|
GLfloat x2, GLfloat y2,
|
234
234
|
GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
|
@@ -236,7 +236,7 @@ void S2D_GL3_DrawTriangle(GLfloat x1, GLfloat y1,
|
|
236
236
|
GLfloat r3, GLfloat g3, GLfloat b3, GLfloat a3) {
|
237
237
|
|
238
238
|
// If buffer is full, flush it
|
239
|
-
if (vboDataIndex >= vboObjCapacity)
|
239
|
+
if (vboDataIndex >= vboObjCapacity) R2D_GL3_FlushBuffers();
|
240
240
|
|
241
241
|
// Set the triangle data into a formatted array
|
242
242
|
GLfloat vertices[] =
|
@@ -256,7 +256,7 @@ void S2D_GL3_DrawTriangle(GLfloat x1, GLfloat y1,
|
|
256
256
|
/*
|
257
257
|
* Draw a texture
|
258
258
|
*/
|
259
|
-
static void
|
259
|
+
static void R2D_GL3_DrawTexture(int x, int y, int w, int h,
|
260
260
|
GLfloat angle, GLfloat rx, GLfloat ry,
|
261
261
|
GLfloat r, GLfloat g, GLfloat b, GLfloat a,
|
262
262
|
GLfloat tx1, GLfloat ty1, GLfloat tx2, GLfloat ty2,
|
@@ -265,20 +265,20 @@ static void S2D_GL3_DrawTexture(int x, int y, int w, int h,
|
|
265
265
|
|
266
266
|
// Currently, textures are not buffered, so we have to flush all buffers so
|
267
267
|
// textures get rendered in the correct Z order
|
268
|
-
|
268
|
+
R2D_GL3_FlushBuffers();
|
269
269
|
|
270
270
|
// Set up the vertex points
|
271
|
-
|
272
|
-
|
273
|
-
|
274
|
-
|
271
|
+
R2D_GL_Point v1 = { .x = x, .y = y };
|
272
|
+
R2D_GL_Point v2 = { .x = x + w, .y = y };
|
273
|
+
R2D_GL_Point v3 = { .x = x + w, .y = y + h };
|
274
|
+
R2D_GL_Point v4 = { .x = x, .y = y + h };
|
275
275
|
|
276
276
|
// Rotate vertices
|
277
277
|
if (angle != 0) {
|
278
|
-
v1 =
|
279
|
-
v2 =
|
280
|
-
v3 =
|
281
|
-
v4 =
|
278
|
+
v1 = R2D_RotatePoint(v1, angle, rx, ry);
|
279
|
+
v2 = R2D_RotatePoint(v2, angle, rx, ry);
|
280
|
+
v3 = R2D_RotatePoint(v3, angle, rx, ry);
|
281
|
+
v4 = R2D_RotatePoint(v4, angle, rx, ry);
|
282
282
|
}
|
283
283
|
|
284
284
|
// Set the textured quad data into a formatted array
|
@@ -307,8 +307,8 @@ static void S2D_GL3_DrawTexture(int x, int y, int w, int h,
|
|
307
307
|
/*
|
308
308
|
* Draw image
|
309
309
|
*/
|
310
|
-
void
|
311
|
-
|
310
|
+
void R2D_GL3_DrawImage(R2D_Image *img) {
|
311
|
+
R2D_GL3_DrawTexture(
|
312
312
|
img->x, img->y, img->width, img->height,
|
313
313
|
img->rotate, img->rx, img->ry,
|
314
314
|
img->color.r, img->color.g, img->color.b, img->color.a,
|
@@ -321,8 +321,8 @@ void S2D_GL3_DrawImage(S2D_Image *img) {
|
|
321
321
|
/*
|
322
322
|
* Draw sprite
|
323
323
|
*/
|
324
|
-
void
|
325
|
-
|
324
|
+
void R2D_GL3_DrawSprite(R2D_Sprite *spr) {
|
325
|
+
R2D_GL3_DrawTexture(
|
326
326
|
spr->x, spr->y, spr->width, spr->height,
|
327
327
|
spr->rotate, spr->rx, spr->ry,
|
328
328
|
spr->color.r, spr->color.g, spr->color.b, spr->color.a,
|
@@ -335,8 +335,8 @@ void S2D_GL3_DrawSprite(S2D_Sprite *spr) {
|
|
335
335
|
/*
|
336
336
|
* Draw text
|
337
337
|
*/
|
338
|
-
void
|
339
|
-
|
338
|
+
void R2D_GL3_DrawText(R2D_Text *txt) {
|
339
|
+
R2D_GL3_DrawTexture(
|
340
340
|
txt->x, txt->y, txt->width, txt->height,
|
341
341
|
txt->rotate, txt->rx, txt->ry,
|
342
342
|
txt->color.r, txt->color.g, txt->color.b, txt->color.a,
|
@@ -1,6 +1,6 @@
|
|
1
1
|
// OpenGL ES 2.0
|
2
2
|
|
3
|
-
#include "
|
3
|
+
#include "ruby2d.h"
|
4
4
|
|
5
5
|
#if GLES
|
6
6
|
|
@@ -24,7 +24,7 @@ static GLushort indices[] =
|
|
24
24
|
/*
|
25
25
|
* Applies the projection matrix
|
26
26
|
*/
|
27
|
-
void
|
27
|
+
void R2D_GLES_ApplyProjection(GLfloat orthoMatrix[16]) {
|
28
28
|
|
29
29
|
// Use the program object
|
30
30
|
glUseProgram(shaderProgram);
|
@@ -47,7 +47,7 @@ void S2D_GLES_ApplyProjection(GLfloat orthoMatrix[16]) {
|
|
47
47
|
/*
|
48
48
|
* Initalize OpenGL ES
|
49
49
|
*/
|
50
|
-
int
|
50
|
+
int R2D_GLES_Init() {
|
51
51
|
|
52
52
|
// Enable transparency
|
53
53
|
glEnable(GL_BLEND);
|
@@ -99,9 +99,9 @@ int S2D_GLES_Init() {
|
|
99
99
|
"}";
|
100
100
|
|
101
101
|
// Load the vertex and fragment shaders
|
102
|
-
GLuint vertexShader =
|
103
|
-
GLuint fragmentShader =
|
104
|
-
GLuint texFragmentShader =
|
102
|
+
GLuint vertexShader = R2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GLES Vertex");
|
103
|
+
GLuint fragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GLES Fragment");
|
104
|
+
GLuint texFragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GLES Texture Fragment");
|
105
105
|
|
106
106
|
// Triangle Shader //
|
107
107
|
|
@@ -110,7 +110,7 @@ int S2D_GLES_Init() {
|
|
110
110
|
|
111
111
|
// Check if program was created successfully
|
112
112
|
if (shaderProgram == 0) {
|
113
|
-
|
113
|
+
R2D_GL_PrintError("Failed to create shader program");
|
114
114
|
return GL_FALSE;
|
115
115
|
}
|
116
116
|
|
@@ -122,7 +122,7 @@ int S2D_GLES_Init() {
|
|
122
122
|
glLinkProgram(shaderProgram);
|
123
123
|
|
124
124
|
// Check if linked
|
125
|
-
|
125
|
+
R2D_GL_CheckLinked(shaderProgram, "GLES shader");
|
126
126
|
|
127
127
|
// Get the attribute locations
|
128
128
|
positionLocation = glGetAttribLocation(shaderProgram, "a_position");
|
@@ -135,7 +135,7 @@ int S2D_GLES_Init() {
|
|
135
135
|
|
136
136
|
// Check if program was created successfully
|
137
137
|
if (texShaderProgram == 0) {
|
138
|
-
|
138
|
+
R2D_GL_PrintError("Failed to create shader program");
|
139
139
|
return GL_FALSE;
|
140
140
|
}
|
141
141
|
|
@@ -147,7 +147,7 @@ int S2D_GLES_Init() {
|
|
147
147
|
glLinkProgram(texShaderProgram);
|
148
148
|
|
149
149
|
// Check if linked
|
150
|
-
|
150
|
+
R2D_GL_CheckLinked(texShaderProgram, "GLES texture shader");
|
151
151
|
|
152
152
|
// Get the attribute locations
|
153
153
|
texPositionLocation = glGetAttribLocation(texShaderProgram, "a_position");
|
@@ -169,7 +169,7 @@ int S2D_GLES_Init() {
|
|
169
169
|
/*
|
170
170
|
* Draw triangle
|
171
171
|
*/
|
172
|
-
void
|
172
|
+
void R2D_GLES_DrawTriangle(GLfloat x1, GLfloat y1,
|
173
173
|
GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
|
174
174
|
GLfloat x2, GLfloat y2,
|
175
175
|
GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
|
@@ -204,24 +204,24 @@ void S2D_GLES_DrawTriangle(GLfloat x1, GLfloat y1,
|
|
204
204
|
/*
|
205
205
|
* Draw a texture
|
206
206
|
*/
|
207
|
-
static void
|
207
|
+
static void R2D_GLES_DrawTexture(int x, int y, int w, int h,
|
208
208
|
GLfloat angle, GLfloat rx, GLfloat ry,
|
209
209
|
GLfloat r, GLfloat g, GLfloat b, GLfloat a,
|
210
210
|
GLfloat tx1, GLfloat ty1, GLfloat tx2, GLfloat ty2,
|
211
211
|
GLfloat tx3, GLfloat ty3, GLfloat tx4, GLfloat ty4,
|
212
212
|
GLuint texture_id) {
|
213
213
|
|
214
|
-
|
215
|
-
|
216
|
-
|
217
|
-
|
214
|
+
R2D_GL_Point v1 = { .x = x, .y = y };
|
215
|
+
R2D_GL_Point v2 = { .x = x + w, .y = y };
|
216
|
+
R2D_GL_Point v3 = { .x = x + w, .y = y + h };
|
217
|
+
R2D_GL_Point v4 = { .x = x, .y = y + h };
|
218
218
|
|
219
219
|
// Rotate vertices
|
220
220
|
if (angle != 0) {
|
221
|
-
v1 =
|
222
|
-
v2 =
|
223
|
-
v3 =
|
224
|
-
v4 =
|
221
|
+
v1 = R2D_RotatePoint(v1, angle, rx, ry);
|
222
|
+
v2 = R2D_RotatePoint(v2, angle, rx, ry);
|
223
|
+
v3 = R2D_RotatePoint(v3, angle, rx, ry);
|
224
|
+
v4 = R2D_RotatePoint(v4, angle, rx, ry);
|
225
225
|
}
|
226
226
|
|
227
227
|
GLfloat vertices[] =
|
@@ -267,8 +267,8 @@ static void S2D_GLES_DrawTexture(int x, int y, int w, int h,
|
|
267
267
|
/*
|
268
268
|
* Draw image
|
269
269
|
*/
|
270
|
-
void
|
271
|
-
|
270
|
+
void R2D_GLES_DrawImage(R2D_Image *img) {
|
271
|
+
R2D_GLES_DrawTexture(
|
272
272
|
img->x, img->y, img->width, img->height,
|
273
273
|
img->rotate, img->rx, img->ry,
|
274
274
|
img->color.r, img->color.g, img->color.b, img->color.a,
|
@@ -281,8 +281,8 @@ void S2D_GLES_DrawImage(S2D_Image *img) {
|
|
281
281
|
/*
|
282
282
|
* Draw sprite
|
283
283
|
*/
|
284
|
-
void
|
285
|
-
|
284
|
+
void R2D_GLES_DrawSprite(R2D_Sprite *spr) {
|
285
|
+
R2D_GLES_DrawTexture(
|
286
286
|
spr->x, spr->y, spr->width, spr->height,
|
287
287
|
spr->rotate, spr->rx, spr->ry,
|
288
288
|
spr->color.r, spr->color.g, spr->color.b, spr->color.a,
|
@@ -295,8 +295,8 @@ void S2D_GLES_DrawSprite(S2D_Sprite *spr) {
|
|
295
295
|
/*
|
296
296
|
* Draw text
|
297
297
|
*/
|
298
|
-
void
|
299
|
-
|
298
|
+
void R2D_GLES_DrawText(R2D_Text *txt) {
|
299
|
+
R2D_GLES_DrawTexture(
|
300
300
|
txt->x, txt->y, txt->width, txt->height,
|
301
301
|
txt->rotate, txt->rx, txt->ry,
|
302
302
|
txt->color.r, txt->color.g, txt->color.b, txt->color.a,
|
@@ -1,31 +1,31 @@
|
|
1
1
|
// image.c
|
2
2
|
|
3
|
-
#include "
|
3
|
+
#include "ruby2d.h"
|
4
4
|
|
5
5
|
|
6
6
|
/*
|
7
7
|
* Create an image, given a file path
|
8
8
|
*/
|
9
|
-
|
10
|
-
|
9
|
+
R2D_Image *R2D_CreateImage(const char *path) {
|
10
|
+
R2D_Init();
|
11
11
|
|
12
12
|
// Check if image file exists
|
13
|
-
if (!
|
14
|
-
|
13
|
+
if (!R2D_FileExists(path)) {
|
14
|
+
R2D_Error("R2D_CreateImage", "Image file `%s` not found", path);
|
15
15
|
return NULL;
|
16
16
|
}
|
17
17
|
|
18
18
|
// Allocate the image structure
|
19
|
-
|
19
|
+
R2D_Image *img = (R2D_Image *) malloc(sizeof(R2D_Image));
|
20
20
|
if (!img) {
|
21
|
-
|
21
|
+
R2D_Error("R2D_CreateImage", "Out of memory!");
|
22
22
|
return NULL;
|
23
23
|
}
|
24
24
|
|
25
25
|
// Load image from file as SDL_Surface
|
26
26
|
img->surface = IMG_Load(path);
|
27
27
|
if (!img->surface) {
|
28
|
-
|
28
|
+
R2D_Error("IMG_Load", IMG_GetError());
|
29
29
|
free(img);
|
30
30
|
return NULL;
|
31
31
|
}
|
@@ -35,7 +35,7 @@ S2D_Image *S2D_CreateImage(const char *path) {
|
|
35
35
|
img->surface->format->BitsPerPixel / 4;
|
36
36
|
|
37
37
|
if (bits_per_color < 8) {
|
38
|
-
|
38
|
+
R2D_Log(R2D_WARN, "`%s` has less than 8 bits per color and will likely not render correctly", path, bits_per_color);
|
39
39
|
}
|
40
40
|
|
41
41
|
// Initialize values
|
@@ -99,9 +99,9 @@ S2D_Image *S2D_CreateImage(const char *path) {
|
|
99
99
|
/*
|
100
100
|
* Rotate an image
|
101
101
|
*/
|
102
|
-
void
|
102
|
+
void R2D_RotateImage(R2D_Image *img, GLfloat angle, int position) {
|
103
103
|
|
104
|
-
|
104
|
+
R2D_GL_Point p = R2D_GetRectRotationPoint(
|
105
105
|
img->x, img->y, img->width, img->height, position
|
106
106
|
);
|
107
107
|
|
@@ -114,25 +114,25 @@ void S2D_RotateImage(S2D_Image *img, GLfloat angle, int position) {
|
|
114
114
|
/*
|
115
115
|
* Draw an image
|
116
116
|
*/
|
117
|
-
void
|
117
|
+
void R2D_DrawImage(R2D_Image *img) {
|
118
118
|
if (!img) return;
|
119
119
|
|
120
120
|
if (img->texture_id == 0) {
|
121
|
-
|
121
|
+
R2D_GL_CreateTexture(&img->texture_id, img->format,
|
122
122
|
img->orig_width, img->orig_height,
|
123
123
|
img->surface->pixels, GL_NEAREST);
|
124
124
|
SDL_FreeSurface(img->surface);
|
125
125
|
}
|
126
126
|
|
127
|
-
|
127
|
+
R2D_GL_DrawImage(img);
|
128
128
|
}
|
129
129
|
|
130
130
|
|
131
131
|
/*
|
132
132
|
* Free an image
|
133
133
|
*/
|
134
|
-
void
|
134
|
+
void R2D_FreeImage(R2D_Image *img) {
|
135
135
|
if (!img) return;
|
136
|
-
|
136
|
+
R2D_GL_FreeTexture(&img->texture_id);
|
137
137
|
free(img);
|
138
138
|
}
|