CATEGORY
GFXDESCRIPTION
All functions take an SDL::Surface object as first parameter. This can be a new surface that will be blitted afterwards, can be an surface obtained by SDL::Video::set_video_mode or can be an SDLx::App.The "color" values for the "_color" functions are "0xRRGGBBAA" (32bit), even if the surface uses e. g. 8bit colors.
METHODS
pixel
int SDL::GFX::Primitives::pixel_color( $surface, $x, $y, $color ); int SDL::GFX::Primitives::pixel_RGBA( $surface, $x, $y, $r, $g, $b, $a );
Draws a pixel at point "x"/$y. You can pass the color by "0xRRGGBBAA" or by passing 4 values. One for red, green, blue and alpha.
use SDL; use SDL::Video; use SDL::Surface; use SDL::GFX::Primitives; my $surface = SDL::Video::set_video_mode(640, 480, 32, SDL_SWSURFACE); SDL::GFX::Primitives::pixel_color($surface, 2, 2, 0xFF0000FF); # red pixel SDL::GFX::Primitives::pixel_RGBA( $surface, 4, 4, 0x00, 0xFF, 0x00, 0xFF); # green pixel
hline
int SDL::GFX::Primitives::hline_color( $surface, $x1, $x2, $y, $color ); int SDL::GFX::Primitives::hline_RGBA( $surface, $x1, $x2, $y, $r, $g, $b, $a );
Draws a line horizontally from $x1/$y to $x2/$y.
vline
int SDL::GFX::Primitives::vline_color( $surface, $x, $y1, $y2, $color ); int SDL::GFX::Primitives::vline_RGBA( $surface, $x, $y1, $y2, $r, $g, $b, $a );
Draws a line vertically from $x/$y1 to $x/$y2.
rectangle
int SDL::GFX::Primitives::rectangle_color( $surface, $x1, $y1, $x2, $y2, $color ); int SDL::GFX::Primitives::rectangle_RGBA( $surface, $x1, $y1, $x2, $y2, $r, $g, $b, $a );
Draws a rectangle. Upper left edge will be at $x1/$y1 and lower right at $x2/$y. The colored border has a width of 1 pixel.
box
int SDL::GFX::Primitives::box_color( $surface, $x1, $y1, $x2, $y2, $color ); int SDL::GFX::Primitives::box_RGBA( $surface, $x1, $y1, $x2, $y2, $r, $g, $b, $a );
Draws a filled rectangle.
line
int SDL::GFX::Primitives::line_color( $surface, $x1, $y1, $x2, $y2, $color ); int SDL::GFX::Primitives::line_RGBA( $surface, $x1, $y1, $x2, $y2, $r, $g, $b, $a );
Draws a free line from $x1/$y1 to $x2/$y.
aaline
int SDL::GFX::Primitives::aaline_color( $surface, $x1, $y1, $x2, $y2, $color ); int SDL::GFX::Primitives::aaline_RGBA( $surface, $x1, $y1, $x2, $y2, $r, $g, $b, $a );
Draws a free line from $x1/$y1 to $x2/$y. This line is anti aliased.
circle
int SDL::GFX::Primitives::circle_color( $surface, $x, $y, $r, $color ); int SDL::GFX::Primitives::circle_RGBA( $surface, $x, $y, $rad, $r, $g, $b, $a );
arc
int SDL::GFX::Primitives::arc_color( $surface, $x, $y, $r, $start, $end, $color ); int SDL::GFX::Primitives::arc_RGBA( $surface, $x, $y, $rad, $start, $end, $r, $g, $b, $a );
Note: You need lib SDL_gfx 2.0.17 or greater for this function.
aacircle
int SDL::GFX::Primitives::aacircle_color( $surface, $x, $y, $r, $color ); int SDL::GFX::Primitives::aacircle_RGBA( $surface, $x, $y, $rad, $r, $g, $b, $a );
Note: You need lib SDL_gfx 2.0.17 or greater for this function.
filled_circle
int SDL::GFX::Primitives::filled_circle_color( $surface, $x, $y, $r, $color ); int SDL::GFX::Primitives::filled_circle_RGBA( $surface, $x, $y, $rad, $r, $g, $b, $a );
ellipse
int SDL::GFX::Primitives::ellipse_color( $surface, $x, $y, $rx, $ry, $color ); int SDL::GFX::Primitives::ellipse_RGBA( $surface, $x, $y, $rx, $ry, $r, $g, $b, $a );
aaellipse
int SDL::GFX::Primitives::aaellipse_color( $surface, $xc, $yc, $rx, $ry, $color ); int SDL::GFX::Primitives::aaellipse_RGBA( $surface, $x, $y, $rx, $ry, $r, $g, $b, $a );
filled_ellipse
int SDL::GFX::Primitives::filled_ellipse_color( $surface, $x, $y, $rx, $ry, $color ); int SDL::GFX::Primitives::filled_ellipse_RGBA( $surface, $x, $y, $rx, $ry, $r, $g, $b, $a );
pie
int SDL::GFX::Primitives::pie_color( $surface, $x, $y, $rad, $start, $end, $color ); int SDL::GFX::Primitives::pie_RGBA( $surface, $x, $y, $rad, $start, $end, $r, $g, $b, $a );
This draws an opened pie. $start and $end are degree values. 0 is at right, 90 at bottom, 180 at left and 270 degrees at top.
filled_pie
int SDL::GFX::Primitives::filled_pie_color( $surface, $x, $y, $rad, $start, $end, $color ); int SDL::GFX::Primitives::filled_pie_RGBA( $surface, $x, $y, $rad, $start, $end, $r, $g, $b, $a );
trigon
int SDL::GFX::Primitives::trigon_color( $surface, $x1, $y1, $x2, $y2, $x3, $y3, $color ); int SDL::GFX::Primitives::trigon_RGBA( $surface, $x1, $y1, $x2, $y2, $x3, $y3, $r, $g, $b, $a );
aatrigon
int SDL::GFX::Primitives::aatrigon_color( $surface, $x1, $y1, $x2, $y2, $x3, $y3, $color ); int SDL::GFX::Primitives::aatrigon_RGBA( $surface, $x1, $y1, $x2, $y2, $x3, $y3, $r, $g, $b, $a );
filled_trigon
int SDL::GFX::Primitives::filled_trigon_color( $surface, $x1, $y1, $x2, $y2, $x3, $y3, $color ); int SDL::GFX::Primitives::filled_trigon_RGBA( $surface, $x1, $y1, $x2, $y2, $x3, $y3, $r, $g, $b, $a );
polygon
int SDL::GFX::Primitives::polygon_color( $surface, $vx, $vy, $n, $color ); int SDL::GFX::Primitives::polygon_RGBA( $surface, $vx, $vy, $n, $r, $g, $b, $a );
Example:
SDL::GFX::Primitives::polygon_color($display, [262, 266, 264, 266, 262], [243, 243, 245, 247, 247], 5, 0xFF0000FF);
aapolygon
int SDL::GFX::Primitives::aapolygon_color( $surface, $vx, $vy, $n, $color ); int SDL::GFX::Primitives::aapolygon_RGBA( $surface, $vx, $vy, $n, $r, $g, $b, $a );
filled_polygon
int SDL::GFX::Primitives::filled_polygon_color( $surface, $vx, $vy, $n, $color ); int SDL::GFX::Primitives::filled_polygon_RGBA( $surface, $vx, $vy, $n, $r, $g, $b, $a );
textured_polygon
int SDL::GFX::Primitives::textured_polygon( $surface, $vx, $vy, $n, $texture, $texture_dx, $texture_dy );
filled_polygon_MT
int SDL::GFX::Primitives::filled_polygon_color_MT( $surface, $vx, $vy, $n, $color, $polyInts, $polyAllocated ); int SDL::GFX::Primitives::filled_polygon_RGBA_MT( $surface, $vx, $vy, $n, $r, $g, $b, $a, $polyInts, $polyAllocated );
Note: You need lib SDL_gfx 2.0.17 or greater for this function.
textured_polygon_MT
int SDL::GFX::Primitives::textured_polygon_MT( $surface, $vx, $vy, $n, $texture, $texture_dx, $texture_dy, $polyInts, $polyAllocated );
Note: You need lib SDL_gfx 2.0.17 or greater for this function.
bezier
int SDL::GFX::Primitives::bezier_color( $surface, $vx, $vy, $n, $s, $color ); int SDL::GFX::Primitives::bezier_RGBA( $surface, $vx, $vy, $n, $s, $r, $g, $b, $a );
$n is the number of elements in $vx and $vy, and $s is the number of steps. So the bigger $s is, the smother it becomes.
Example:
SDL::GFX::Primitives::bezier_color($display, [390, 392, 394, 396], [243, 255, 235, 247], 4, 20, 0xFF00FFFF);
character
int SDL::GFX::Primitives::character_color( $surface, $x, $y, $c, $color ); int SDL::GFX::Primitives::character_RGBA( $surface, $x, $y, $c, $r, $g, $b, $a );
$c is the character that will be drawn at $x,$y.
string
int SDL::GFX::Primitives::string_color( $surface, $x, $y, $c, $color ); int SDL::GFX::Primitives::string_RGBA( $surface, $x, $y, $c, $r, $g, $b, $a );
set_font
void SDL::GFX::Primitives::set_font(fontdata, $cw, $ch );
The fontsets are included in the SDL_gfx distribution. Check <http://www.ferzkopp.net/joomla/content/view/19/14/> for more.
Example:
my $font = ''; open(FH, '<', 'data/5x7.fnt'); binmode(FH); read(FH, $font, 4096); close(FH); SDL::GFX::Primitives::set_font($font, 5, 7);
AUTHORS
See ``AUTHORS'' in SDL.