Add new Lua function gui.line()
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2 changed files with 131 additions and 5 deletions
95
lua/gui-line.cpp
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95
lua/gui-line.cpp
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@ -0,0 +1,95 @@
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#include "lua-int.hpp"
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#include "render.hpp"
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namespace
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{
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struct render_object_line : public render_object
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{
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render_object_line(int32_t _x1, int32_t _x2, int32_t _y1, int32_t _y2, premultiplied_color _color)
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throw()
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: x1(_x1), y1(_y1), x2(_x2), y2(_y2), color(_color) {}
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~render_object_line() throw() {}
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void operator()(struct screen& scr) throw()
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{
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int32_t xdiff = x2 - x1;
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int32_t ydiff = y2 - y1;
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if(xdiff < 0)
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xdiff = -xdiff;
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if(ydiff < 0)
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ydiff = -ydiff;
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if(xdiff >= ydiff) {
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//X-major line.
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if(x2 < x1) {
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//Swap points so that x1 < x2.
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std::swap(x1, x2);
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std::swap(y1, y2);
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}
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//The slope of the line is (y2 - y1) / (x2 - x1) = +-ydiff / xdiff
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int32_t y = y1;
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int32_t ysub = 0;
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for(int32_t x = x1; x <= x2; x++) {
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if(x < 0 || static_cast<uint32_t>(x) >= scr.width)
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goto nodraw1;
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if(y < 0 || static_cast<uint32_t>(y) >= scr.height)
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goto nodraw1;
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color.apply(scr.rowptr(y)[x]);
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nodraw1:
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ysub += ydiff;
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if(ysub >= xdiff) {
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ysub -= xdiff;
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if(y2 > y1)
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y++;
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else
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y--;
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}
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}
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} else {
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//Y-major line.
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if(x2 < x1) {
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//Swap points so that y1 < y2.
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std::swap(x1, x2);
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std::swap(y1, y2);
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}
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//The slope of the line is (x2 - x1) / (y2 - y1) = +-xdiff / ydiff
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int32_t x = x1;
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int32_t xsub = 0;
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for(int32_t y = y1; y <= y2; y++) {
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if(x < 0 || static_cast<uint32_t>(x) >= scr.width)
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goto nodraw2;
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if(y < 0 || static_cast<uint32_t>(y) >= scr.height)
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goto nodraw2;
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color.apply(scr.rowptr(y)[x]);
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nodraw2:
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xsub += xdiff;
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if(xsub >= ydiff) {
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xsub -= ydiff;
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if(x2 > x1)
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x++;
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else
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x--;
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}
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}
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}
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}
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private:
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int32_t x1;
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int32_t y1;
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int32_t x2;
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int32_t y2;
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premultiplied_color color;
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};
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function_ptr_luafun gui_pixel("gui.line", [](lua_State* LS, const std::string& fname) -> int {
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if(!lua_render_ctx)
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return 0;
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int64_t color = 0xFFFFFFU;
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int32_t x1 = get_numeric_argument<int32_t>(LS, 1, fname.c_str());
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int32_t y1 = get_numeric_argument<int32_t>(LS, 2, fname.c_str());
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int32_t x2 = get_numeric_argument<int32_t>(LS, 3, fname.c_str());
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int32_t y2 = get_numeric_argument<int32_t>(LS, 4, fname.c_str());
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get_numeric_argument<int64_t>(LS, 5, color, fname.c_str());
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premultiplied_color pcolor(color);
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lua_render_ctx->queue->add(*new render_object_line(x1, x2, y1, y2, pcolor));
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return 0;
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});
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}
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41
manual.lyx
41
manual.lyx
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@ -1808,10 +1808,12 @@ Most of these functions can only be called in on_paint and on_video callbacks.
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\end_layout
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\begin_layout Standard
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Colors are 15-bit.
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Each red, green and blue values are in range 0-31 and the final color value
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is 1024*r+32*g+b.
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Alpha range is 0 (fully transparent) to 32 (sic! fully opaque).
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Colors are 32-bit.
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Bits 0-7 are the blue component, bits 8-15 are the green component, bits
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16-23 are the red component, bits 24-31 are alpha component (0 is fully
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opaque, 255 is almost transparent).
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-1 is the fully transparent color.
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Alpha values greater than 127 do work.
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\end_layout
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\begin_layout Standard
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@ -1927,7 +1929,7 @@ color: Color of the pixel (default is 0xFFFFFF (white))
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\end_layout
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\begin_layout Subsubsection
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gui.crosshair(number x, number y[, number length[, number color]]
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gui.crosshair(number x, number y[, number length[, number color]])
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\end_layout
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\begin_layout Standard
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@ -1951,6 +1953,35 @@ length: Length of the crosshair lines (default 10).
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color: Color of the crosshair (default is 0xFFFFFF (white))
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\end_layout
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\begin_layout Subsubsection
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gui.line(number x1, number y1, number x2, number y2[, number color])
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\end_layout
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\begin_layout Standard
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Draw a thin line.
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Parameters:
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\end_layout
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\begin_layout Itemize
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x1: X-coordinate of one end.
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\end_layout
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\begin_layout Itemize
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y1: Y-coordinate of one end.
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\end_layout
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\begin_layout Itemize
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x2: X-coordinate of the other end.
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\end_layout
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\begin_layout Itemize
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y2: Y-coordinate of the other end.
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\end_layout
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\begin_layout Itemize
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color: Color of the line (default is 0xFFFFFF (white)).
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\end_layout
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\begin_layout Subsubsection
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gui.repaint()
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\end_layout
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