Nintendo 3DS >> C/C++ >> SDL v1.2

Polygon


參考資訊:
1. libctru doc
2. 3ds-examples

說明:

API
int polygonColor(SDL_Surface *dst, Sint16 *vx, Sint16 *vy, int n, Uint32 color)
int polygonRGBA(SDL_Surface *dst, Sint16 *vx, Sint16 *vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
int aapolygonColor(SDL_Surface *dst, Sint16 *vx, Sint16 *vy, int n, Uint32 color)
int aapolygonRGBA(SDL_Surface *dst, Sint16 *vx, Sint16 *vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
int filledPolygonColor(SDL_Surface *dst, Sint16 *vx, Sint16 *vy, int n, int color)
int filledPolygonRGBA(SDL_Surface *dst, Sint16 *vx, Sint16 *vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a)

main.c

#include <stdio.h>
#include <stdlib.h>
#include <SDL.h>
#include <SDL_gfxPrimitives.h>
    
int main(void)
{
    SDL_Surface *screen = NULL;
    Sint16 vx0[] = {100, 150, 125,  75,  50};
    Sint16 vy0[] = {10,   25,  50,  50,  25};
    Sint16 vx1[] = {100, 150, 125,  75,  50};
    Sint16 vy1[] = {60,   75, 100, 100,  75};
    Sint16 vx2[] = {100, 150, 125,  75,  50};
    Sint16 vy2[] = {110, 125, 150, 150, 125};

    SDL_Init(SDL_INIT_VIDEO);
    screen = SDL_SetVideoMode(400, 240, 16, SDL_HWSURFACE);
    polygonRGBA(screen, vx0, vy0, 5, 0xff, 0x00, 0x00, 0xff);
    aapolygonRGBA(screen, vx1, vy1, 5, 0x00, 0xff, 0x00, 0xff);
    filledPolygonRGBA(screen, vx2, vy2, 5, 0xff, 0xff, 0x00, 0xff);
    SDL_Flip(screen);
    SDL_Delay(3000);

    SDL_Quit();
    return 0;
}

完成


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