rotagon/polygons.c
Frank Villaro-Dixon 5759435515 patterns and shape
2015-01-01 13:12:40 +01:00

114 lines
2.8 KiB
C

/*
** polygons.c - <+DESC+>
**
** 2014 - Frank Villaro-Dixon <Frank@Villaro-Dixon.eu>
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "game.h"
#include "polygons.h"
#include "obs.h"
#include "SDL_prims.h"
#include "SDL/SDL.h"
SDL_Point
get_hexagon_vertice(int faceno, int dist) { //{{{
SDL_Point p1;
p1.x = dist * cos((M_PI/3)*faceno);
p1.y = dist * sin((M_PI/3)*faceno);
OFFSET_POINT(p1);
return p1;
} //}}}
void
draw_hexagon_side(struct s_game *g, int faceno, int dist, int thick, int col) { //{{{
SDL_Point p1, p2, p3, p4;
p1 = get_hexagon_vertice(faceno, dist);
p2 = get_hexagon_vertice(faceno+1, dist);
p3 = get_hexagon_vertice(faceno+1, dist+thick);
p4 = get_hexagon_vertice(faceno, dist+thick);
SDL_Point points[4] = {to_screen_coords(g, p1),
to_screen_coords(g, p2),
to_screen_coords(g, p3),
to_screen_coords(g, p4)} ;
SDL_FillPolygon(g->screen, points, 4, col);
}//}}}
SDL_Point
get_square_vertice(int faceno, int dist) { //{{{
SDL_Point p1;
p1.x = dist * cos((M_PI/2)*faceno);
p1.y = dist * sin((M_PI/2)*faceno);
OFFSET_POINT(p1);
return p1;
} //}}}
void
draw_square_side(struct s_game *g, int faceno, int dist, int thick, int col) { //{{{
SDL_Point p1, p2, p3, p4;
p1 = get_square_vertice(faceno, dist);
p2 = get_square_vertice(faceno+1, dist);
p3 = get_square_vertice(faceno+1, dist+thick);
p4 = get_square_vertice(faceno, dist+thick);
SDL_Point points[4] = {to_screen_coords(g, p1),
to_screen_coords(g, p2),
to_screen_coords(g, p3),
to_screen_coords(g, p4)} ;
SDL_FillPolygon(g->screen, points, 4, col);
}//}}}
SDL_Point
get_triangle_vertice(int faceno, int dist) { //{{{
SDL_Point p1;
p1.x = dist * cos((2*M_PI/3)*faceno);
p1.y = dist * sin((2*M_PI/3)*faceno);
OFFSET_POINT(p1);
return p1;
} //}}}
void
draw_triangle_side(struct s_game *g, int faceno, int dist, int thick, int col) { //{{{
SDL_Point p1, p2, p3, p4;
p1 = get_triangle_vertice(faceno, dist);
p2 = get_triangle_vertice(faceno+1, dist);
p3 = get_triangle_vertice(faceno+1, dist+thick);
p4 = get_triangle_vertice(faceno, dist+thick);
SDL_Point points[4] = {to_screen_coords(g, p1),
to_screen_coords(g, p2),
to_screen_coords(g, p3),
to_screen_coords(g, p4)} ;
SDL_FillPolygon(g->screen, points, 4, col);
}//}}}
void
draw_polygon(struct s_game *g) { //{{{
int faces;
void (*drawer)(struct s_game *, int faceno, int dist, int thick, int col);
drawer = get_polygon_drawer(g);
for(faces = 0; faces < SHAPE_HEXAGON; faces++) {
drawer(g, faces, 0, POLYGON_SIZE, 0);
}
for(faces = 0; faces < SHAPE_HEXAGON; faces++) {
drawer(g, faces, POLYGON_SIZE, POLYGON_THICK, g->color);
}
} //}}}