5 #define CHECK_RENDERER() \ 6 GPU_Renderer* renderer = GPU_GetCurrentRenderer(); \ 10 #define CHECK_RENDERER_1(ret) \ 11 GPU_Renderer* renderer = GPU_GetCurrentRenderer(); \ 12 if(renderer == NULL) \ 19 return renderer->impl->SetLineThickness(renderer, thickness);
25 return renderer->impl->GetLineThickness(renderer);
31 renderer->impl->Pixel(renderer, target, x, y, color);
37 renderer->impl->Line(renderer, target, x1, y1, x2, y2, color);
41 void GPU_Arc(
GPU_Target* target,
float x,
float y,
float radius,
float start_angle,
float end_angle, SDL_Color color)
44 renderer->impl->Arc(renderer, target, x, y, radius, start_angle, end_angle, color);
48 void GPU_ArcFilled(
GPU_Target* target,
float x,
float y,
float radius,
float start_angle,
float end_angle, SDL_Color color)
51 renderer->impl->ArcFilled(renderer, target, x, y, radius, start_angle, end_angle, color);
57 renderer->impl->Circle(renderer, target, x, y, radius, color);
63 renderer->impl->CircleFilled(renderer, target, x, y, radius, color);
69 renderer->impl->Ellipse(renderer, target, x, y, rx, ry, degrees, color);
75 renderer->impl->EllipseFilled(renderer, target, x, y, rx, ry, degrees, color);
78 void GPU_Sector(
GPU_Target* target,
float x,
float y,
float inner_radius,
float outer_radius,
float start_angle,
float end_angle, SDL_Color color)
81 renderer->impl->Sector(renderer, target, x, y, inner_radius, outer_radius, start_angle, end_angle, color);
84 void GPU_SectorFilled(
GPU_Target* target,
float x,
float y,
float inner_radius,
float outer_radius,
float start_angle,
float end_angle, SDL_Color color)
87 renderer->impl->SectorFilled(renderer, target, x, y, inner_radius, outer_radius, start_angle, end_angle, color);
90 void GPU_Tri(
GPU_Target* target,
float x1,
float y1,
float x2,
float y2,
float x3,
float y3, SDL_Color color)
93 renderer->impl->Tri(renderer, target, x1, y1, x2, y2, x3, y3, color);
99 renderer->impl->TriFilled(renderer, target, x1, y1, x2, y2, x3, y3, color);
105 renderer->impl->Rectangle(renderer, target, x1, y1, x2, y2, color);
111 renderer->impl->Rectangle(renderer, target, rect.
x, rect.
y, rect.
x + rect.
w, rect.
y + rect.
h, color);
117 renderer->impl->RectangleFilled(renderer, target, x1, y1, x2, y2, color);
123 renderer->impl->RectangleFilled(renderer, target, rect.
x, rect.
y, rect.
x + rect.
w, rect.
y + rect.
h, color);
129 renderer->impl->RectangleRound(renderer, target, x1, y1, x2, y2, radius, color);
135 renderer->impl->RectangleRound(renderer, target, rect.
x, rect.
y, rect.
x + rect.
w, rect.
y + rect.
h, radius, color);
141 renderer->impl->RectangleRoundFilled(renderer, target, x1, y1, x2, y2, radius, color);
147 renderer->impl->RectangleRoundFilled(renderer, target, rect.
x, rect.
y, rect.
x + rect.
w, rect.
y + rect.
h, radius, color);
153 renderer->impl->Polygon(renderer, target, num_vertices, vertices, color);
159 renderer->impl->PolygonFilled(renderer, target, num_vertices, vertices, color);
void GPU_Polygon(GPU_Target *target, unsigned int num_vertices, float *vertices, SDL_Color color)
void GPU_RectangleRound(GPU_Target *target, float x1, float y1, float x2, float y2, float radius, SDL_Color color)
void GPU_SectorFilled(GPU_Target *target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color)
void GPU_Arc(GPU_Target *target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color)
void GPU_ArcFilled(GPU_Target *target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color)
void GPU_Rectangle(GPU_Target *target, float x1, float y1, float x2, float y2, SDL_Color color)
void GPU_Rectangle2(GPU_Target *target, GPU_Rect rect, SDL_Color color)
void GPU_CircleFilled(GPU_Target *target, float x, float y, float radius, SDL_Color color)
void GPU_Tri(GPU_Target *target, float x1, float y1, float x2, float y2, float x3, float y3, SDL_Color color)
void GPU_RectangleRoundFilled(GPU_Target *target, float x1, float y1, float x2, float y2, float radius, SDL_Color color)
void GPU_Pixel(GPU_Target *target, float x, float y, SDL_Color color)
float GPU_GetLineThickness(void)
float GPU_SetLineThickness(float thickness)
void GPU_TriFilled(GPU_Target *target, float x1, float y1, float x2, float y2, float x3, float y3, SDL_Color color)
void GPU_Line(GPU_Target *target, float x1, float y1, float x2, float y2, SDL_Color color)
void GPU_EllipseFilled(GPU_Target *target, float x, float y, float rx, float ry, float degrees, SDL_Color color)
void GPU_PolygonFilled(GPU_Target *target, unsigned int num_vertices, float *vertices, SDL_Color color)
void GPU_RectangleFilled(GPU_Target *target, float x1, float y1, float x2, float y2, SDL_Color color)
void GPU_Sector(GPU_Target *target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color)
void GPU_Ellipse(GPU_Target *target, float x, float y, float rx, float ry, float degrees, SDL_Color color)
void GPU_Circle(GPU_Target *target, float x, float y, float radius, SDL_Color color)
void GPU_RectangleRoundFilled2(GPU_Target *target, GPU_Rect rect, float radius, SDL_Color color)
void GPU_RectangleRound2(GPU_Target *target, GPU_Rect rect, float radius, SDL_Color color)
#define CHECK_RENDERER_1(ret)
void GPU_RectangleFilled2(GPU_Target *target, GPU_Rect rect, SDL_Color color)