request.type = SURFACE;
request.pos = transform.apply(position);
- if(request.pos.x >= screen->w || request.pos.y >= screen->h
+ if(request.pos.x >= SCREEN_WIDTH || request.pos.y >= SCREEN_HEIGHT
|| request.pos.x + surface->w < 0 || request.pos.y + surface->h < 0)
return;
DrawingContext::draw_center_text(const Font* font, const std::string& text,
const Vector& position, int layer, uint32_t drawing_effect)
{
- draw_text(font, text, Vector(position.x + screen->w/2, position.y),
+ draw_text(font, text, Vector(position.x + SCREEN_WIDTH/2, position.y),
CENTER_ALLIGN, layer, drawing_effect);
}
glBegin(GL_QUADS);
glColor3ub(top.red, top.green, top.blue);
glVertex2f(0, 0);
- glVertex2f(screen->w, 0);
+ glVertex2f(SCREEN_WIDTH, 0);
glColor3ub(bottom.red, bottom.green, bottom.blue);
- glVertex2f(screen->w, screen->h);
- glVertex2f(0, screen->h);
+ glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
+ glVertex2f(0, SCREEN_HEIGHT);
glEnd();
}
else
#endif
if(&top == &bottom)
{
- fillrect(0, 0, screen->w, screen->h, top.red, top.green, top.blue);
+ fillrect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, top.red, top.green, top.blue);
}
else
{
- float redstep = (float(bottom.red)-float(top.red)) / float(screen->h);
- float greenstep = (float(bottom.green)-float(top.green)) / float(screen->h);
- float bluestep = (float(bottom.blue) - float(top.blue)) / float(screen->h);
+ float redstep = (float(bottom.red)-float(top.red)) / float(SCREEN_HEIGHT);
+ float greenstep = (float(bottom.green)-float(top.green)) / float(SCREEN_HEIGHT);
+ float bluestep = (float(bottom.blue) - float(top.blue)) / float(SCREEN_HEIGHT);
- for(float y = 0; y < screen->h; y += 2)
- fillrect(0, (int)y, screen->w, 2,
+ for(float y = 0; y < SCREEN_HEIGHT; y += 2)
+ fillrect(0, (int)y, SCREEN_WIDTH, 2,
int(float(top.red) + redstep * y),
int(float(top.green) + greenstep * y),
int(float(top.blue) + bluestep * y), 255);