bwidgets/inc/basic_widgets/core/renderer.hpp

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#ifndef BWIDGETS_RENDERER_HPP
#define BWIDGETS_RENDERER_HPP
#include <cstdint>
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#include <memory>
#include <vector>
#include <SDL2/SDL_render.h>
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#include <basic_widgets/core/type/color.hpp>
#include <basic_widgets/core/type/opaque_struct.hpp>
#include <basic_widgets/core/type/sdl_error.hpp>
#include <basic_widgets/core/type/size.hpp>
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namespace bwidgets
{
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class Texture;
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class Renderer final : OpaqueStruct<SDL_Renderer>::Wrapper
{
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friend Texture;
static inline auto _info(SDL_Renderer* r) -> SDL_RendererInfo
{
SDL_RendererInfo info;
SDLError::success_or_throw(SDL_GetRendererInfo(r, &info), __FILE__,
__FUNCTION__, __LINE__);
return info;
}
public:
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const SDL_RendererInfo info;
Renderer(SDL_Renderer*);
Renderer(SDL_Window*, int, uint32_t);
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Renderer(const Renderer&) = delete;
Renderer(Renderer&&) = delete;
~Renderer() noexcept = default;
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auto operator=(const Renderer&) = delete;
auto operator=(Renderer&&) = delete;
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[[nodiscard]] auto blend_mode() -> SDL_BlendMode;
auto blend_mode(SDL_BlendMode) -> Renderer*;
auto clear() -> Renderer*;
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auto copy(const Texture*, const SDL_Rect*, const SDL_Rect*) -> Renderer*;
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[[nodiscard]] auto draw_color() -> Color;
auto draw_color(const Color&) -> Renderer*;
auto draw_line(const SDL_Point&, const SDL_Point&) -> Renderer*;
auto draw_lines(const std::vector<SDL_Point>&) -> Renderer*;
auto draw_point(const SDL_Point&) -> Renderer*;
auto draw_points(const std::vector<SDL_Point>&) -> Renderer*;
auto draw_rect(const SDL_Rect*) -> Renderer*;
auto draw_rects(const std::vector<SDL_Rect>&) -> Renderer*;
auto fill_rect(const SDL_Rect*) -> Renderer*;
auto fill_rects(const std::vector<SDL_Rect>&) -> Renderer*;
[[nodiscard]] auto output_size() -> Size;
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void present() noexcept;
[[nodiscard]] auto viewport() noexcept -> SDL_Rect;
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auto viewport(const SDL_Rect*) -> Renderer*;
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inline auto copy(const Texture* t, const SDL_Rect* src, const SDL_Rect& dst)
{
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const auto d = dst;
return copy(t, src, &d);
}
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inline auto copy(const Texture* t, const SDL_Rect& src, const SDL_Rect* dst)
{
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const auto s = src;
return copy(t, &s, dst);
}
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inline auto copy(const Texture* t, const SDL_Rect& src, const SDL_Rect& dst)
{
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const auto s = src;
const auto d = dst;
return copy(t, &s, &d);
}
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inline auto draw_rect(const SDL_Rect& r)
{
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const auto rect = r;
return draw_rect(&rect);
}
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inline auto fill_rect(const SDL_Rect& r)
{
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const auto rect = r;
return fill_rect(&rect);
}
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inline auto viewport(const SDL_Rect& vp)
{
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const auto v = vp;
return viewport(&v);
}
};
}
#endif