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https://github.com/TerryCavanagh/VVVVVV.git
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627e971e90
This function checked the intersection of rectangles, but it used floats for some reason when its only caller used ints. There's already an intersection function (UtilityClass::intersects()), so we should be using that one instead in order to minimize code duplication. Graphics::Hitest() is used for per-pixel collision detection, directly checking the pixels of both entities' sprites. I checked with one of my TASes and it still syncs, so I'm pretty sure this won't cause any issues.
53 lines
1.8 KiB
C
53 lines
1.8 KiB
C
#ifndef GRAPHICSUTIL_H
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#define GRAPHICSUTIL_H
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#include <SDL.h>
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struct colourTransform
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{
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Uint32 colour;
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};
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void setRect(SDL_Rect& _r, int x, int y, int w, int h);
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unsigned int endian_swap(unsigned int x);
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SDL_Surface* GetSubSurface( SDL_Surface* metaSurface, int x, int y, int width, int height );
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void DrawPixel( SDL_Surface *surface, int x, int y, Uint32 pixel );
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Uint32 ReadPixel( SDL_Surface *surface, int x, int y );
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SDL_Surface * ScaleSurface( SDL_Surface *Surface, int Width, int Height, SDL_Surface * Dest = NULL );
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void BlitSurfaceStandard( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect );
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void BlitSurfaceColoured( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect, colourTransform& ct );
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void BlitSurfaceTinted( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect, colourTransform& ct );
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void FillRect( SDL_Surface* surface, const int x, const int y, const int w, const int h, const int r, int g, int b );
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void FillRect( SDL_Surface* surface, const int r, int g, int b );
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void FillRect( SDL_Surface* surface, const int color );
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void FillRect( SDL_Surface* surface, const int x, const int y, const int w, const int h, int rgba );
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void FillRect( SDL_Surface* surface, SDL_Rect& rect, const int r, int g, int b );
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void FillRect( SDL_Surface* surface, SDL_Rect rect, int rgba );
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void OverlaySurfaceKeyed(SDL_Surface* _src, SDL_Surface* _dest, Uint32 _key);
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void ScrollSurface(SDL_Surface* _src, int pX, int py);
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SDL_Surface * FlipSurfaceHorizontal(SDL_Surface* _src);
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SDL_Surface * FlipSurfaceVerticle(SDL_Surface* _src);
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SDL_Surface * ScaleSurfaceSlow( SDL_Surface *_surface, int Width, int Height );
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void UpdateFilter();
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SDL_Surface* ApplyFilter( SDL_Surface* _src );
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#endif /* GRAPHICSUTIL_H */
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