4 #define CHECK_RENDERER(ret) \
5 GPU_Renderer* renderer = GPU_GetCurrentRenderer(); \
13 if(renderer->SetLineThickness == NULL)
16 return renderer->SetLineThickness(renderer, thickness);
22 if(renderer->GetLineThickness == NULL)
25 return renderer->GetLineThickness(renderer);
31 if(renderer->Pixel == NULL)
34 renderer->Pixel(renderer, target, x, y, color);
40 if(renderer->Line == NULL)
43 renderer->Line(renderer, target, x1, y1, x2, y2, color);
50 if(renderer->Arc == NULL)
53 renderer->Arc(renderer, target, x, y, radius, start_angle, end_angle, color);
60 if(renderer->ArcFilled == NULL)
63 renderer->ArcFilled(renderer, target, x, y, radius, start_angle, end_angle, color);
69 if(renderer->Circle == NULL)
72 renderer->Circle(renderer, target, x, y, radius, color);
78 if(renderer->CircleFilled == NULL)
81 renderer->CircleFilled(renderer, target, x, y, radius, color);
87 if(renderer->Sector == NULL)
90 renderer->Sector(renderer, target, x, y, inner_radius, outer_radius, start_angle, end_angle, color);
96 if(renderer->SectorFilled == NULL)
99 renderer->SectorFilled(renderer, target, x, y, inner_radius, outer_radius, start_angle, end_angle, color);
105 if(renderer->Tri == NULL)
108 renderer->Tri(renderer, target, x1, y1, x2, y2, x3, y3, color);
114 if(renderer->TriFilled == NULL)
117 renderer->TriFilled(renderer, target, x1, y1, x2, y2, x3, y3, color);
123 if(renderer->Rectangle == NULL)
126 renderer->Rectangle(renderer, target, x1, y1, x2, y2, color);
132 if(renderer->RectangleFilled == NULL)
135 renderer->RectangleFilled(renderer, target, x1, y1, x2, y2, color);
141 if(renderer->RectangleRound == NULL)
144 renderer->RectangleRound(renderer, target, x1, y1, x2, y2, radius, color);
150 if(renderer->RectangleRoundFilled == NULL)
153 renderer->RectangleRoundFilled(renderer, target, x1, y1, x2, y2, radius, color);
159 if(renderer->Polygon == NULL)
162 renderer->Polygon(renderer, target, num_vertices, vertices, color);
168 if(renderer->PolygonFilled == NULL)
171 renderer->PolygonFilled(renderer, target, num_vertices, vertices, color);
void GPU_PolygonFilled(GPU_Target *target, unsigned int num_vertices, float *vertices, SDL_Color color)
void GPU_Tri(GPU_Target *target, float x1, float y1, float x2, float y2, float x3, float y3, SDL_Color color)
void GPU_TriFilled(GPU_Target *target, float x1, float y1, float x2, float y2, float x3, float y3, SDL_Color color)
void GPU_SectorFilled(GPU_Target *target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color)
void GPU_Line(GPU_Target *target, float x1, float y1, float x2, float y2, SDL_Color color)
GLint GLint GLint GLint GLint GLint y
void GPU_Circle(GPU_Target *target, float x, float y, float radius, SDL_Color color)
void GPU_ArcFilled(GPU_Target *target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color)
void GPU_Pixel(GPU_Target *target, float x, float y, SDL_Color color)
void GPU_Rectangle(GPU_Target *target, float x1, float y1, float x2, float y2, SDL_Color color)
void GPU_Arc(GPU_Target *target, float x, float y, float radius, float start_angle, float end_angle, SDL_Color color)
void GPU_CircleFilled(GPU_Target *target, float x, float y, float radius, SDL_Color color)
void GPU_Sector(GPU_Target *target, float x, float y, float inner_radius, float outer_radius, float start_angle, float end_angle, SDL_Color color)
#define CHECK_RENDERER(ret)
GLint GLint GLint GLint GLint x
float GPU_GetLineThickness(void)
void GPU_RectangleFilled(GPU_Target *target, float x1, float y1, float x2, float y2, SDL_Color color)
void GPU_Polygon(GPU_Target *target, unsigned int num_vertices, float *vertices, SDL_Color color)
float GPU_SetLineThickness(float thickness)
void GPU_RectangleRoundFilled(GPU_Target *target, float x1, float y1, float x2, float y2, float radius, SDL_Color color)
void GPU_RectangleRound(GPU_Target *target, float x1, float y1, float x2, float y2, float radius, SDL_Color color)