=head1 NAME
SDL::GFX::Primitives - basic drawing functions
=head1 CATEGORY
GFX
=head1 DESCRIPTION
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 L<SDL::Video::set_video_mode|SDL::Video/"set_video_mode"> or can be an L<SDLx::App>.
The C<color> values for the C<_color> functions are C<0xRRGGBBAA> (32bit), even if the surface uses e. g. 8bit colors.
=head1 METHODS
=head2 pixel
int SDL::GFX::Primitives::pixel_color( $surface, $x, $y, $color );
int SDL::GFX::Primitives::pixel_RGBA( $surface, $x, $y, $r, $g, $b, $a );
Draws a pixel at point C<x>/C<$y>. You can pass the color by C<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
=head2 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, $a );
Draws a line horizontally from C<$x1>/C<$y> to C<$x2>/C<$y>.
=head2 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, $a );
Draws a line vertically from C<$x>/C<$y1> to C<$x>/C<$y2>.
=head2 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, $a );
Draws a rectangle. Upper left edge will be at C<$x1>/C<$y1> and lower right at C<$x2>/C<$y>. The colored border has a width of 1 pixel.
=head2 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.
=head2 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, $a );
Draws a free line from C<$x1>/C<$y1> to C<$x2>/C<$y>.
=head2 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, $a );
Draws a free line from C<$x1>/C<$y1> to C<$x2>/C<$y>. This line is anti aliased.
=head2 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 );
=head2 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 );
B<Note>: You need lib SDL_gfx 2.0.17 or greater for this function.
=head2 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 );
B<Note>: You need lib SDL_gfx 2.0.17 or greater for this function.
=head2 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 );
=head2 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 );
=head2 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 );
=head2 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 );
=head2 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, $a );
This draws an opened pie. C<$start> and C<$end> are degree values. C<0> is at right, C<90> at bottom, C<180> at left and C<270> degrees at top.
=head2 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 );
=head2 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 );
=head2 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 );
=head2 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 );
=head2 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);
=head2 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 );
=head2 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 );
=head2 textured_polygon
int SDL::GFX::Primitives::textured_polygon( $surface, $vx, $vy, $n, $texture, $texture_dx, $texture_dy );
=head2 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 );
B<Note>: You need lib SDL_gfx 2.0.17 or greater for this function.
=head2 textured_polygon_MT
int SDL::GFX::Primitives::textured_polygon_MT( $surface, $vx, $vy, $n, $texture, $texture_dx, $texture_dy, $polyInts, $polyAllocated );
B<Note>: You need lib SDL_gfx 2.0.17 or greater for this function.
=head2 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, $a );
C<$n> is the number of elements in C<$vx> and C<$vy>, and C<$s> is the number of steps. So the bigger C<$s> is, the smother it becomes.
Example:
SDL::GFX::Primitives::bezier_color($display, [390, 392, 394, 396], [243, 255, 235, 247], 4, 20, 0xFF00FFFF);
=head2 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, $a );
C<$c> is the character that will be drawn at C<$x>,C<$y>.
=head2 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 );
=head2 set_font
void SDL::GFX::Primitives::set_font(fontdata, $cw, $ch );
The fontsets are included in the SDL_gfx distribution. Check L<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);
=head1 AUTHORS
See L<SDL/AUTHORS>.