raylib-go/raylib/shapes.go
Milan Nikolic 29546140b9 Golint
2017-02-21 15:06:11 +01:00

236 lines
7.1 KiB
Go

package raylib
/*
#include "raylib.h"
#include <stdlib.h>
*/
import "C"
import "unsafe"
// DrawPixel - Draw a pixel
func DrawPixel(posX int32, posY int32, color Color) {
cposX := (C.int)(posX)
cposY := (C.int)(posY)
ccolor := color.cptr()
C.DrawPixel(cposX, cposY, *ccolor)
}
// DrawPixelV - Draw a pixel (Vector version)
func DrawPixelV(position Vector2, color Color) {
cposition := position.cptr()
ccolor := color.cptr()
C.DrawPixelV(*cposition, *ccolor)
}
// DrawLine - Draw a line
func DrawLine(startPosX int32, startPosY int32, endPosX int32, endPosY int32, color Color) {
cstartPosX := (C.int)(startPosX)
cstartPosY := (C.int)(startPosY)
cendPosX := (C.int)(endPosX)
cendPosY := (C.int)(endPosY)
ccolor := color.cptr()
C.DrawLine(cstartPosX, cstartPosY, cendPosX, cendPosY, *ccolor)
}
// DrawLineV - Draw a line (Vector version)
func DrawLineV(startPos Vector2, endPos Vector2, color Color) {
cstartPos := startPos.cptr()
cendPos := endPos.cptr()
ccolor := color.cptr()
C.DrawLineV(*cstartPos, *cendPos, *ccolor)
}
// DrawCircle - Draw a color-filled circle
func DrawCircle(centerX int32, centerY int32, radius float32, color Color) {
ccenterX := (C.int)(centerX)
ccenterY := (C.int)(centerY)
cradius := (C.float)(radius)
ccolor := color.cptr()
C.DrawCircle(ccenterX, ccenterY, cradius, *ccolor)
}
// DrawCircleGradient - Draw a gradient-filled circle
func DrawCircleGradient(centerX int32, centerY int32, radius float32, color1 Color, color2 Color) {
ccenterX := (C.int)(centerX)
ccenterY := (C.int)(centerY)
cradius := (C.float)(radius)
ccolor1 := color1.cptr()
ccolor2 := color2.cptr()
C.DrawCircleGradient(ccenterX, ccenterY, cradius, *ccolor1, *ccolor2)
}
// DrawCircleV - Draw a color-filled circle (Vector version)
func DrawCircleV(center Vector2, radius float32, color Color) {
ccenter := center.cptr()
cradius := (C.float)(radius)
ccolor := color.cptr()
C.DrawCircleV(*ccenter, cradius, *ccolor)
}
// DrawCircleLines - Draw circle outline
func DrawCircleLines(centerX int32, centerY int32, radius float32, color Color) {
ccenterX := (C.int)(centerX)
ccenterY := (C.int)(centerY)
cradius := (C.float)(radius)
ccolor := color.cptr()
C.DrawCircleLines(ccenterX, ccenterY, cradius, *ccolor)
}
// DrawRectangle - Draw a color-filled rectangle
func DrawRectangle(posX int32, posY int32, width int32, height int32, color Color) {
cposX := (C.int)(posX)
cposY := (C.int)(posY)
cwidth := (C.int)(width)
cheight := (C.int)(height)
ccolor := color.cptr()
C.DrawRectangle(cposX, cposY, cwidth, cheight, *ccolor)
}
// DrawRectangleRec - Draw a color-filled rectangle
func DrawRectangleRec(rec Rectangle, color Color) {
crec := rec.cptr()
ccolor := color.cptr()
C.DrawRectangleRec(*crec, *ccolor)
}
// DrawRectangleGradient - Draw a gradient-filled rectangle
func DrawRectangleGradient(posX int32, posY int32, width int32, height int32, color1 Color, color2 Color) {
cposX := (C.int)(posX)
cposY := (C.int)(posY)
cwidth := (C.int)(width)
cheight := (C.int)(height)
ccolor1 := color1.cptr()
ccolor2 := color2.cptr()
C.DrawRectangleGradient(cposX, cposY, cwidth, cheight, *ccolor1, *ccolor2)
}
// DrawRectangleV - Draw a color-filled rectangle (Vector version)
func DrawRectangleV(position Vector2, size Vector2, color Color) {
cposition := position.cptr()
csize := size.cptr()
ccolor := color.cptr()
C.DrawRectangleV(*cposition, *csize, *ccolor)
}
// DrawRectangleLines - Draw rectangle outline
func DrawRectangleLines(posX int32, posY int32, width int32, height int32, color Color) {
cposX := (C.int)(posX)
cposY := (C.int)(posY)
cwidth := (C.int)(width)
cheight := (C.int)(height)
ccolor := color.cptr()
C.DrawRectangleLines(cposX, cposY, cwidth, cheight, *ccolor)
}
// DrawTriangle - Draw a color-filled triangle
func DrawTriangle(v1 Vector2, v2 Vector2, v3 Vector2, color Color) {
cv1 := v1.cptr()
cv2 := v2.cptr()
cv3 := v3.cptr()
ccolor := color.cptr()
C.DrawTriangle(*cv1, *cv2, *cv3, *ccolor)
}
// DrawTriangleLines - Draw triangle outline
func DrawTriangleLines(v1 Vector2, v2 Vector2, v3 Vector2, color Color) {
cv1 := v1.cptr()
cv2 := v2.cptr()
cv3 := v3.cptr()
ccolor := color.cptr()
C.DrawTriangleLines(*cv1, *cv2, *cv3, *ccolor)
}
// DrawPoly - Draw a regular polygon (Vector version)
func DrawPoly(center Vector2, sides int32, radius float32, rotation float32, color Color) {
ccenter := center.cptr()
csides := (C.int)(sides)
cradius := (C.float)(radius)
crotation := (C.float)(rotation)
ccolor := color.cptr()
C.DrawPoly(*ccenter, csides, cradius, crotation, *ccolor)
}
// DrawPolyEx - Draw a closed polygon defined by points
func DrawPolyEx(points []Vector2, numPoints int32, color Color) {
cpoints := points[0].cptr()
cnumPoints := (C.int)(numPoints)
ccolor := color.cptr()
C.DrawPolyEx(cpoints, cnumPoints, *ccolor)
}
// DrawPolyExLines - Draw polygon lines
func DrawPolyExLines(points []Vector2, numPoints int32, color Color) {
cpoints := points[0].cptr()
cnumPoints := (C.int)(numPoints)
ccolor := color.cptr()
C.DrawPolyExLines(cpoints, cnumPoints, *ccolor)
}
// CheckCollisionRecs - Check collision between two rectangles
func CheckCollisionRecs(rec1 Rectangle, rec2 Rectangle) bool {
crec1 := rec1.cptr()
crec2 := rec2.cptr()
ret := C.CheckCollisionRecs(*crec1, *crec2)
v := bool(int(ret) == 1)
return v
}
// CheckCollisionCircles - Check collision between two circles
func CheckCollisionCircles(center1 Vector2, radius1 float32, center2 Vector2, radius2 float32) bool {
ccenter1 := center1.cptr()
cradius1 := (C.float)(radius1)
ccenter2 := center2.cptr()
cradius2 := (C.float)(radius2)
ret := C.CheckCollisionCircles(*ccenter1, cradius1, *ccenter2, cradius2)
v := bool(int(ret) == 1)
return v
}
// CheckCollisionCircleRec - Check collision between circle and rectangle
func CheckCollisionCircleRec(center Vector2, radius float32, rec Rectangle) bool {
ccenter := center.cptr()
cradius := (C.float)(radius)
crec := rec.cptr()
ret := C.CheckCollisionCircleRec(*ccenter, cradius, *crec)
v := bool(int(ret) == 1)
return v
}
// GetCollisionRec - Get collision rectangle for two rectangles collision
func GetCollisionRec(rec1 Rectangle, rec2 Rectangle) Rectangle {
crec1 := rec1.cptr()
crec2 := rec2.cptr()
ret := C.GetCollisionRec(*crec1, *crec2)
v := NewRectangleFromPointer(unsafe.Pointer(&ret))
return v
}
// CheckCollisionPointRec - Check if point is inside rectangle
func CheckCollisionPointRec(point Vector2, rec Rectangle) bool {
cpoint := point.cptr()
crec := rec.cptr()
ret := C.CheckCollisionPointRec(*cpoint, *crec)
v := bool(int(ret) == 1)
return v
}
// CheckCollisionPointCircle - Check if point is inside circle
func CheckCollisionPointCircle(point Vector2, center Vector2, radius float32) bool {
cpoint := point.cptr()
ccenter := center.cptr()
cradius := (C.float)(radius)
ret := C.CheckCollisionPointCircle(*cpoint, *ccenter, cradius)
v := bool(int(ret) == 1)
return v
}
// CheckCollisionPointTriangle - Check if point is inside a triangle
func CheckCollisionPointTriangle(point Vector2, p1 Vector2, p2 Vector2, p3 Vector2) bool {
cpoint := point.cptr()
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
ret := C.CheckCollisionPointTriangle(*cpoint, *cp1, *cp2, *cp3)
v := bool(int(ret) == 1)
return v
}