digitalmars.D - Sometimes, all you need is some simple drawing primitives
- Downs (308/308) Sep 19 2007 -----BEGIN PGP SIGNED MESSAGE-----
- BCS (3/17) Sep 19 2007 Given me your dsource Username and I'll give you access so you can add
- Downs (13/31) Sep 19 2007 -----BEGIN PGP SIGNED MESSAGE-----
- BCS (2/4) Sep 19 2007 Now you tell me :-b
- Bill Baxter (4/17) Sep 19 2007 You can do a bresenham-style ellipse renderer.
- Downs (310/328) Sep 19 2007 -----BEGIN PGP SIGNED MESSAGE-----
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Here's some simple graphics primitives on top of SDL: pset, pget, line,
circle and bucket-fill (paint).
It's modelled after QBasic, which I still think has the most intuitive,
easy to use graphics API I've seen so far.
The code is placed in the public domain.
On that account, does anybody know a good algorithm for drawing
ellipses? The one I came up with is kind of broken for ratios around or
over 1:5 ...
Code <qd.d>:
import std.stdio, std.c.time;
void main() {
screen(640, 480);
pset(10, 10);
line(0, 0, 100, 100, Box, Back(Red~Black));
for (int i=0; i<=100; i+=10) {
line(i, 0, 100-i, 100);
line(0, i, 100, 100-i);
}
circle(100, 100, 50, 15, White~Black, Fill=White~Black);
paint(200, 200, Red, Back=White);
circle(100, 100, 50, 15, White);
paint(200, 200, Black);
pset(10, 11); pset(10, 11, Black);
pset(10, 10);
sleep(5);
}
extern(C) {
struct SDL_Rect {
short x, y;
ushort w, h;
}
struct SDL_PixelFormat {
//SDL_Palette *palette;
void *palette;
ubyte BitsPerPixel, BytesPerPixel, Rloss, Gloss, Bloss, Aloss,
Rshift, Gshift, Bshift, Ashift;
uint Rmask, Gmask, Bmask, Amask, colorkey; ubyte alpha;
}
struct SDL_Surface {
uint flags;
SDL_PixelFormat *format;
int w, h;
ushort pitch;
void *pixels;
int offset;
void *hwdata;
SDL_Rect clip_rect;
uint unused;
uint locked;
void *map;
uint format_version;
int refcount;
}
uint SDL_MapRGBA(SDL_PixelFormat *format, ubyte r, ubyte g, ubyte b,
ubyte a);
void SDL_GetRGBA(uint pixel, SDL_PixelFormat *fmt, ubyte *r, ubyte *g,
ubyte *b, ubyte *a);
int SDL_LockSurface(SDL_Surface *);
void SDL_UnlockSurface(SDL_Surface *);
SDL_Surface * SDL_SetVideoMode(int width, int height, int bpp, uint
flags);
int SDL_Flip(SDL_Surface *);
const uint SDL_SWSURFACE=0;
const uint SDL_HWSURFACE=1;
const uint SDL_DOUBLEBUF=0x40000000;
const uint SDL_FULLSCREEN=0x80000000;
}
SDL_Surface *display;
void putpixel32(SDL_Surface *surf, int x, int y, ubyte[4] col) {
uint *bufp = cast(uint *)surf.pixels + y*surf.pitch/4 + x;
*bufp = SDL_MapRGBA(surf.format, col[0], col[1], col[2], col[3]);
}
void getpixel32(SDL_Surface *surf, int x, int y, ubyte[4] *col) {
uint *bufp = cast(uint *)surf.pixels + y*surf.pitch/4 + x;
SDL_GetRGBA(*bufp, surf.format, &(*col)[0], &(*col)[1], &(*col)[2],
&(*col)[3]);
}
struct rgb {
ubyte[3] values;
rgb opCat(rgb other) {
rgb res;
foreach (id, ref v; res.values) v=(values[id]+other.values[id])/2;
return res;
}
bool opEquals(rgb r) {
return values == r.values;
}
}
void putpixel(SDL_Surface *surf, int x, int y, rgb c) {
if ( (x<0) || (y<0) || (x!<surf.w) || (y!<surf.h) ) return;
putpixel32(surf, x, y, [c.values[0], c.values[1], c.values[2], 0]);
}
const rgb White={[255, 255, 255]};
const rgb Black={[0, 0, 0]};
const rgb Red={[255, 0, 0]};
const rgb Green={[0, 255, 0]};
const rgb Blue={[0, 0, 255]};
rgb color=White;
rgb back=Black;
template failfind(U, T...) {
static if (T.length)
static if (is(T[0] == U)) static assert(false, "Duplicate
"~U.stringof~" found!");
else const bool failfind=failfind!(U, T[1..$]);
else
const bool failfind=true;
}
template select(U, T...) {
static if(T.length)
static if (is(U == T[0])) { static if (failfind!(U, T[1..$])) { };
const int select = 0; }
else
static if (select!(U, T[1..$]) != -1)
const int select = 1 + select!(U, T[1..$]);
else
const int select = -1;
else
const int select = -1;
}
typedef rgb back_rgb;
back_rgb Back(rgb r) { return cast(back_rgb) r; }
back_rgb Back() { return cast(back_rgb) back; }
typedef rgb box_rgb;
box_rgb Box(rgb r) { return cast(box_rgb) r; }
box_rgb Box() { return cast(box_rgb) color; }
alias Back Fill;
void execParams(T...)(T params) {
const int col=select!(rgb, T);
static if (col != -1) color=params[col];
const int bcol=select!(back_rgb, T);
static if (bcol != -1) back=cast(rgb) params[bcol];
const int boxcol=select!(box_rgb, T);
static if (boxcol != -1) color=cast(rgb) params[boxcol];
}
void pset(T...)(int x, int y, T params) {
SDL_LockSurface(display);
scope(exit) { SDL_UnlockSurface(display); SDL_Flip(display); }
execParams(params);
putpixel(display, x, y, color);
}
rgb pget(int x, int y) {
SDL_LockSurface(display);
scope(exit) SDL_UnlockSurface(display);
ubyte[4] c;
getpixel32(display, x, y, &c);
rgb res; res.values[]=c[0..3]; return res;
}
void swap(T)(ref T a, ref T b) { T c=a; a=b; b=c; }
import std.math: abs;
void bresenham(bool countUp=true, bool steep=false)(int x0, int y0, int
x1, int y1) {
auto deltax = x1 - x0, deltay = y1 - y0;
static if (steep) {
auto Δerror = cast(float)deltax / cast(float)deltay;
auto var2 = x0;
const string name="y";
} else {
auto Δerror = cast(float)deltay / cast(float)deltax;
auto var2 = y0;
const string name="x";
}
auto error = 0f;
for (auto var1 = mixin(name~'0'); var1 <= mixin(name~'1'); ++var1) {
static if (steep) putpixel(display, var2, var1, color);
else putpixel(display, var1, var2, color);
error += Δerror;
if (abs(error) >= 1f) { static if (countUp) { var2++; error -= 1f; }
else { var2--; error += 1f; }}
}
}
T max(T)(T a, T b) { return a>b?a:b; }
T min(T)(T a, T b) { return a<b?a:b; }
void line(T...)(int x0, int y0, int x1, int y1, T p) {
execParams(p);
static if (select!(back_rgb, T)!=-1) {
SDL_LockSurface(display);
scope(exit) { SDL_UnlockSurface(display); SDL_Flip(display); }
auto xend=max(x0, x1);
for (int x=min(x0, x1); x<=xend; ++x) {
auto yend=max(y0, y1);
for (int y=min(y0, y1); y<=yend; ++y) {
putpixel(display, x, y, back);
}
}
}
static if (select!(box_rgb, T)!=-1) {
line(x0, y0, x1, y0);
line(x1, y0, x1, y1);
line(x1, y1, x0, y1);
line(x0, y1, x0, y0);
}
static if (select!(box_rgb, T)+select!(back_rgb, T)==-2) {
SDL_LockSurface(display);
scope(exit) { SDL_UnlockSurface(display); SDL_Flip(display); }
bool steep = abs(y1 - y0) > abs(x1 - x0);
void turn() { swap(x0, x1); swap(y0, y1); }
if (steep) { if (y1 < y0) turn; }
else { if (x1 < x0) turn; }
bool stepUp=steep ? (x0 < x1) : (y0 < y1);
if (steep) {
if (stepUp) bresenham!(true, true)(x0, y0, x1, y1);
else bresenham!(false, true)(x0, y0, x1, y1);
} else {
if (stepUp) bresenham!(true, false)(x0, y0, x1, y1);
else bresenham!(false, false)(x0, y0, x1, y1);
}
}
}
import std.math;
real sin45;
static this() { sin45=sqrt(0.5); }
void circle(T...)(int x, int y, int radius, T t) {
SDL_LockSurface(display);
scope(exit) { SDL_UnlockSurface(display); SDL_Flip(display); }
execParams(t);
auto ratio=1f;
auto nradius=radius;
static if (T.length && is(T[0]: int)) { ratio=(radius*1f)/t[0];
nradius=t[0]; }
real sin45el=sqrt(1f/(ratio*ratio*ratio*ratio+ratio*ratio))*ratio;
auto ri=1f/ratio;
real sin45el2=sqrt(1f/(ri*ri*ri*ri+ri*ri))*ri;
//writefln("Sin45 ", sin45, " Sin45 Elliptic ", sin45el, " and ",
sin45el2);
static if (select!(back_rgb, T) != -1) {
for (int i=0; i<nradius; ++i) {
ushort j=cast(ushort)(sqrt(cast(real)(nradius*nradius-i*i))*ratio);
for (int lx=x-j; lx<=x+j; ++lx) putpixel(display, lx, y+i, back);
for (int lx=x-j; lx<=x+j; ++lx) putpixel(display, lx, y-i, back);
}
}
static if ((select!(rgb, T) != -1) || (select!(back_rgb, T) == -1)) {
for (int i=0; i<nradius*sin45el; ++i) {
ushort j=cast(ushort)(sqrt(cast(real)(nradius*nradius-i*i))*ratio);
putpixel(display, x+j, y-i, color);
putpixel(display, x+j, y+i, color);
putpixel(display, x-j, y-i, color);
putpixel(display, x-j, y+i, color);
}
for (int i=0; i<radius*sin45el2; ++i) {
ushort j=cast(ushort)(sqrt(cast(real)(radius*radius-i*i))*ri);
putpixel(display, x+i, y-j, color);
putpixel(display, x+i, y+j, color);
putpixel(display, x-i, y-j, color);
putpixel(display, x-i, y+j, color);
}
}
}
struct floodfill_node {
int x, y;
static floodfill_node opCall(int x, int y) {
floodfill_node res;
res.x=x; res.y=y;
return res;
}
}
/// taken from wikipedia
void paint(T...)(int x, int y, T t) {
SDL_LockSurface(display);
scope(exit) { SDL_UnlockSurface(display); SDL_Flip(display); }
execParams(t);
bool border=true;
if (select!(back_rgb, T) == -1) {
back=pget(x, y);
border=false;
}
bool check(rgb r) {
if (border) return (r != back) && (r != color);
else return r == back;
}
if (back == color) throw new Exception("Having identical backgrounds
and foregrounds will severely mess up floodfill.");
alias floodfill_node node;
node[] queue;
queue ~= node(x, y);
size_t count=0;
while (count<queue.length) {
scope(exit) count++;
with (queue[count]) {
if (check(pget(x, y))) {
int w=x, e=x;
if (w<display.w) do w++; while ((w<display.w) && check(pget(w, y)));
if (e>=0) do e--; while (e>=0 && check(pget(e, y)));
//SDL_Flip(display);
for (int i=e+1; i<w; ++i) {
putpixel(display, i, y, color);
if (y && check(pget(i, y-1)) && ((i==w-1)||!check(pget(i+1,
y-1)))) queue ~= node(i, y-1);
if ((y < display.h-1) && check(pget(i, y+1)) &&
((i==w-1)||!check(pget(i+1, y+1)))) queue ~= node(i, y+1);
}
}
}
}
}
void screen(size_t w, size_t h) {
display = SDL_SetVideoMode(w, h, 32, SDL_SWSURFACE);
}
void cls() { line(0, 0, display.w-1, display.h-1, Fill=Black); }
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Sep 19 2007
Downs wrote:-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Here's some simple graphics primitives on top of SDL: pset, pget, line, circle and bucket-fill (paint). It's modelled after QBasic, which I still think has the most intuitive, easy to use graphics API I've seen so far. The code is placed in the public domain. On that account, does anybody know a good algorithm for drawing ellipses? The one I came up with is kind of broken for ratios around or over 1:5 ...Given me your dsource Username and I'll give you access so you can add this to scrapple.
Sep 19 2007
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 BCS wrote:Downs wrote:Thanks, but I already have commit access to scrapple :) Good idea. Adding it. --downs aka FeepingCreature -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG8blxpEPJRr05fBERAgRnAKCXSL58y/sFUTTYz/MoI+T7Gy5UwgCeOzLO ba8tmGSW9vo7J0ZYnxn5RLo= =nbQK -----END PGP SIGNATURE----------BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Here's some simple graphics primitives on top of SDL: pset, pget, line, circle and bucket-fill (paint). It's modelled after QBasic, which I still think has the most intuitive, easy to use graphics API I've seen so far. The code is placed in the public domain. On that account, does anybody know a good algorithm for drawing ellipses? The one I came up with is kind of broken for ratios around or over 1:5 ...Given me your dsource Username and I'll give you access so you can add this to scrapple.
Sep 19 2007
Reply to Downs,Thanks, but I already have commit access to scrapple :)--downs aka FeepingCreatureNow you tell me :-b
Sep 19 2007
Downs wrote:-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Here's some simple graphics primitives on top of SDL: pset, pget, line, circle and bucket-fill (paint). It's modelled after QBasic, which I still think has the most intuitive, easy to use graphics API I've seen so far. The code is placed in the public domain. On that account, does anybody know a good algorithm for drawing ellipses? The one I came up with is kind of broken for ratios around or over 1:5 ...You can do a bresenham-style ellipse renderer. Just google for "bresenham ellipse". First hit I got was this paper: http://homepage.smc.edu/kennedy_john/BELIPSE.PDF
Sep 19 2007
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Bill Baxter wrote:Downs wrote:Thanks. I did that: <qd.d> import std.stdio, std.c.time; void main() { screen(640, 480); pset(10, 10); line(0, 0, 100, 100, Box, Back(Red~Black)); for (int i=0; i<=100; i+=10) { line(i, 0, 100-i, 100); line(0, i, 100, 100-i); } circle(100, 100, 50, 15, White~Black, Fill=White~Black); paint(200, 200, Red, Back=White); circle(100, 100, 50, 15, White); paint(200, 200, Black); pset(10, 11); pset(10, 11, Black); pset(10, 10); sleep(5); } extern(C) { struct SDL_Rect { short x, y; ushort w, h; } struct SDL_PixelFormat { //SDL_Palette *palette; void *palette; ubyte BitsPerPixel, BytesPerPixel, Rloss, Gloss, Bloss, Aloss, Rshift, Gshift, Bshift, Ashift; uint Rmask, Gmask, Bmask, Amask, colorkey; ubyte alpha; } struct SDL_Surface { uint flags; SDL_PixelFormat *format; int w, h; ushort pitch; void *pixels; int offset; void *hwdata; SDL_Rect clip_rect; uint unused; uint locked; void *map; uint format_version; int refcount; } uint SDL_MapRGBA(SDL_PixelFormat *format, ubyte r, ubyte g, ubyte b, ubyte a); void SDL_GetRGBA(uint pixel, SDL_PixelFormat *fmt, ubyte *r, ubyte *g, ubyte *b, ubyte *a); int SDL_LockSurface(SDL_Surface *); void SDL_UnlockSurface(SDL_Surface *); SDL_Surface * SDL_SetVideoMode(int width, int height, int bpp, uint flags); int SDL_Flip(SDL_Surface *); const uint SDL_SWSURFACE=0; const uint SDL_HWSURFACE=1; const uint SDL_DOUBLEBUF=0x40000000; const uint SDL_FULLSCREEN=0x80000000; } SDL_Surface *display; void putpixel32(SDL_Surface *surf, int x, int y, ubyte[4] col) { uint *bufp = cast(uint *)surf.pixels + y*surf.pitch/4 + x; *bufp = SDL_MapRGBA(surf.format, col[0], col[1], col[2], col[3]); } void getpixel32(SDL_Surface *surf, int x, int y, ubyte[4] *col) { uint *bufp = cast(uint *)surf.pixels + y*surf.pitch/4 + x; SDL_GetRGBA(*bufp, surf.format, &(*col)[0], &(*col)[1], &(*col)[2], &(*col)[3]); } struct rgb { ubyte[3] values; rgb opCat(rgb other) { rgb res; foreach (id, ref v; res.values) v=(values[id]+other.values[id])/2; return res; } bool opEquals(rgb r) { return values == r.values; } } void putpixel(SDL_Surface *surf, int x, int y, rgb c) { if ( (x<0) || (y<0) || (x!<surf.w) || (y!<surf.h) ) return; putpixel32(surf, x, y, [c.values[0], c.values[1], c.values[2], 0]); } const rgb White={[255, 255, 255]}; const rgb Black={[0, 0, 0]}; const rgb Red={[255, 0, 0]}; const rgb Green={[0, 255, 0]}; const rgb Blue={[0, 0, 255]}; rgb color=White; rgb back=Black; template failfind(U, T...) { static if (T.length) static if (is(T[0] == U)) static assert(false, "Duplicate "~U.stringof~" found!"); else const bool failfind=failfind!(U, T[1..$]); else const bool failfind=true; } template select(U, T...) { static if(T.length) static if (is(U == T[0])) { static if (failfind!(U, T[1..$])) { }; const int select = 0; } else static if (select!(U, T[1..$]) != -1) const int select = 1 + select!(U, T[1..$]); else const int select = -1; else const int select = -1; } typedef rgb back_rgb; back_rgb Back(rgb r) { return cast(back_rgb) r; } back_rgb Back() { return cast(back_rgb) back; } typedef rgb box_rgb; box_rgb Box(rgb r) { return cast(box_rgb) r; } box_rgb Box() { return cast(box_rgb) color; } alias Back Fill; void execParams(T...)(T params) { const int col=select!(rgb, T); static if (col != -1) color=params[col]; const int bcol=select!(back_rgb, T); static if (bcol != -1) back=cast(rgb) params[bcol]; const int boxcol=select!(box_rgb, T); static if (boxcol != -1) color=cast(rgb) params[boxcol]; } void pset(T...)(int x, int y, T params) { SDL_LockSurface(display); scope(exit) { SDL_UnlockSurface(display); SDL_Flip(display); } execParams(params); putpixel(display, x, y, color); } rgb pget(int x, int y) { SDL_LockSurface(display); scope(exit) SDL_UnlockSurface(display); ubyte[4] c; getpixel32(display, x, y, &c); rgb res; res.values[]=c[0..3]; return res; } void swap(T)(ref T a, ref T b) { T c=a; a=b; b=c; } import std.math: abs; void bresenham(bool countUp=true, bool steep=false)(int x0, int y0, int x1, int y1) { auto deltax = x1 - x0, deltay = y1 - y0; static if (steep) { auto Δerror = cast(float)deltax / cast(float)deltay; auto var2 = x0; const string name="y"; } else { auto Δerror = cast(float)deltay / cast(float)deltax; auto var2 = y0; const string name="x"; } auto error = 0f; for (auto var1 = mixin(name~'0'); var1 <= mixin(name~'1'); ++var1) { static if (steep) putpixel(display, var2, var1, color); else putpixel(display, var1, var2, color); error += Δerror; if (abs(error) >= 1f) { static if (countUp) { var2++; error -= 1f; } else { var2--; error += 1f; }} } } T max(T)(T a, T b) { return a>b?a:b; } T min(T)(T a, T b) { return a<b?a:b; } void line(T...)(int x0, int y0, int x1, int y1, T p) { execParams(p); static if (select!(back_rgb, T)!=-1) { SDL_LockSurface(display); scope(exit) { SDL_UnlockSurface(display); SDL_Flip(display); } auto xend=max(x0, x1); for (int x=min(x0, x1); x<=xend; ++x) { auto yend=max(y0, y1); for (int y=min(y0, y1); y<=yend; ++y) { putpixel(display, x, y, back); } } } static if (select!(box_rgb, T)!=-1) { line(x0, y0, x1, y0); line(x1, y0, x1, y1); line(x1, y1, x0, y1); line(x0, y1, x0, y0); } static if (select!(box_rgb, T)+select!(back_rgb, T)==-2) { SDL_LockSurface(display); scope(exit) { SDL_UnlockSurface(display); SDL_Flip(display); } bool steep = abs(y1 - y0) > abs(x1 - x0); void turn() { swap(x0, x1); swap(y0, y1); } if (steep) { if (y1 < y0) turn; } else { if (x1 < x0) turn; } bool stepUp=steep ? (x0 < x1) : (y0 < y1); if (steep) { if (stepUp) bresenham!(true, true)(x0, y0, x1, y1); else bresenham!(false, true)(x0, y0, x1, y1); } else { if (stepUp) bresenham!(true, false)(x0, y0, x1, y1); else bresenham!(false, false)(x0, y0, x1, y1); } } } import std.math: sqrt; template circle_bresenham_pass(bool first) { const string xy=(first?"x":"y"); const string yx=(first?"y":"x"); const string str=" auto x="~(first?"xradius":"0")~"; auto y="~(first?"0":"yradius")~"; auto xchange=yradius*yradius*"~(first?"(1-2*xradius)":"1")~"; auto ychange=xradius*xradius*"~(first?"1":"(1-2*yradius)")~"; auto error=0; auto stopx="~(first?"y2square*xradius":"0")~"; auto stopy="~(first?"0":"x2square*yradius")~"; while (stopx"~(first?">=":"<=")~"stopy) { putpixel(display, cx+x, cy+y, color); putpixel(display, cx+x, cy-y, color); putpixel(display, cx-x, cy+y, color); putpixel(display, cx-x, cy-y, color); "~yx~"++; stop"~yx~"+="~xy~"2square; error+="~yx~"change; "~yx~"change+="~xy~"2square; if ((2*error+"~xy~"change)>0) { --"~xy~"; stop"~xy~"-="~yx~"2square; error+="~xy~"change; "~xy~"change+="~yx~"2square; } } "; } void circle(T...)(int cx, int cy, int xradius, T t) { SDL_LockSurface(display); scope(exit) { SDL_UnlockSurface(display); SDL_Flip(display); } execParams(t); auto yradius=xradius; static if (T.length && is(T[0]: int)) yradius=t[0]; static if (select!(back_rgb, T) != -1) { auto ratio=xradius*1f/yradius; for (int i=0; i<=yradius; ++i) { ushort j=cast(ushort)(sqrt(cast(real)(yradius*yradius-i*i))*ratio); for (int lx=cx-j; lx<=cx+j; ++lx) putpixel(display, lx, cy+i, back); for (int lx=cx-j; lx<=cx+j; ++lx) putpixel(display, lx, cy-i, back); } } auto x2square=2*xradius*xradius; auto y2square=2*yradius*yradius; { mixin(circle_bresenham_pass!(true).str); } { mixin(circle_bresenham_pass!(false).str); } } struct floodfill_node { int x, y; static floodfill_node opCall(int x, int y) { floodfill_node res; res.x=x; res.y=y; return res; } } void paint(T...)(int x, int y, T t) { SDL_LockSurface(display); scope(exit) { SDL_UnlockSurface(display); SDL_Flip(display); } execParams(t); bool border=true; if (select!(back_rgb, T) == -1) { back=pget(x, y); border=false; } bool check(rgb r) { if (border) return (r != back) && (r != color); else return r == back; } if (back == color) throw new Exception("Having identical backgrounds and foregrounds will severely mess up floodfill."); alias floodfill_node node; node[] queue; queue ~= node(x, y); size_t count=0; while (count<queue.length) { scope(exit) count++; with (queue[count]) { if (check(pget(x, y))) { int w=x, e=x; if (w<display.w) do w++; while ((w<display.w) && check(pget(w, y))); if (e>=0) do e--; while (e>=0 && check(pget(e, y))); //SDL_Flip(display); for (int i=e+1; i<w; ++i) { putpixel(display, i, y, color); if (y && check(pget(i, y-1)) && ((i==w-1)||!check(pget(i+1, y-1)))) queue ~= node(i, y-1); if ((y < display.h-1) && check(pget(i, y+1)) && ((i==w-1)||!check(pget(i+1, y+1)))) queue ~= node(i, y+1); } } } } } void screen(size_t w, size_t h) { display = SDL_SetVideoMode(w, h, 32, SDL_SWSURFACE); } void cls() { line(0, 0, display.w-1, display.h-1, Fill=Black); } -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG8bjhpEPJRr05fBERAv8DAJ9J45JyC3GG1/v83dfTXmwpUZvDUgCeIAZ1 Gvl4fkR8BfKgalAcWz5qGxg= =KXAL -----END PGP SIGNATURE----------BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Here's some simple graphics primitives on top of SDL: pset, pget, line, circle and bucket-fill (paint). It's modelled after QBasic, which I still think has the most intuitive, easy to use graphics API I've seen so far. The code is placed in the public domain. On that account, does anybody know a good algorithm for drawing ellipses? The one I came up with is kind of broken for ratios around or over 1:5 ...You can do a bresenham-style ellipse renderer. Just google for "bresenham ellipse". First hit I got was this paper: http://homepage.smc.edu/kennedy_john/BELIPSE.PDF
Sep 19 2007









BCS <ao pathlink.com> 