Files
libakgl/include/akgl/draw.h
Andrew Kesterson 064e6569e8 Add rounded-rect fill, arc stroke and clip-rect drawing primitives
The UI subsystem's render executor needs all three -- clay emits rectangles
with corner radii, per-side borders, and scissor commands -- but they earn
their place in draw.h on the same terms as everything else there: a rounded
panel, a ring gauge and a clipped viewport are things a game wants with or
without a layout engine.

akgl_draw_filled_rounded_rect decomposes into three band fills plus four
quarter-circle triangle fans through SDL_RenderGeometry, with the radius
clamped to half the shorter side. akgl_draw_arc strokes between an outer and
inner radius as one triangle strip, stepping in proportion to the swept angle
under a fixed vertex cap -- no VLAs, unlike clay's own SDL3 reference
renderer. akgl_draw_set_clip wraps SDL_SetRenderClipRect and is the one draw
entry point where a NULL rectangle is legal, because that is how a clip is
cleared.

Pixel-readback tests cover the corner geometry (inside the arc filled,
outside it untouched), the radius clamp, the zero-radius fall-through, ring
and quarter-arc coverage at mid-stroke, sweep bounds, and clip set/clear
round trips.

Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
2026-08-02 10:57:23 -04:00

347 lines
18 KiB
C

/**
* @file draw.h
* @brief Declares the public draw API.
*
* Immediate-mode plotting against whichever renderer the caller hands in. This
* is the shape a BASIC-style graphics vocabulary needs -- DRAW, BOX, CIRCLE,
* PAINT, SSHAPE and GSHAPE all say "put this on the screen now" rather than
* "add this to the scene" -- and it sits alongside the actor and tilemap
* rendering rather than replacing it.
*
* Every entry point takes its color as an argument instead of reading a
* current-color global. A caller that has a notion of a current color (a BASIC
* COLOR statement, say) already owns that state and does not need the library
* to keep a second copy that can disagree with it. The renderer's own draw
* color is saved and restored around each call, so drawing a line never changes
* what the next SDL_RenderClear() paints.
*/
#ifndef _AKGL_DRAW_H_
#define _AKGL_DRAW_H_
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/renderer.h>
#include <akgl/types.h>
/**
* @brief Spans akgl_draw_flood_fill() will hold while walking a region.
*
* The fill keeps a fixed stack of horizontal runs still to be examined rather
* than recursing per pixel. A region complicated enough to need more than this
* many pending runs at once reports AKERR_OUTOFBOUNDS instead of overflowing;
* an ordinary convex or moderately concave shape needs a few dozen.
*/
#define AKGL_DRAW_MAX_FLOOD_SPANS 4096
/**
* @brief Triangles each corner of akgl_draw_filled_rounded_rect() is built from.
*
* A quarter circle approximated by this many segments is visually round at any
* radius a UI panel plausibly uses; the vertex arrays are fixed at this size,
* so it is a compile-time cost, not a per-call one.
*/
#define AKGL_DRAW_ROUNDED_RECT_SEGMENTS 16
/**
* @brief Most vertices akgl_draw_arc() will spend on one arc.
*
* An arc is a triangle strip between its inner and outer edge, two vertices
* per step, so half of these are positions along the curve. The step count
* scales with the swept angle and is clamped to fit this array -- a full
* circle gets all of them, a sliver gets a few -- rather than allocating.
*/
#define AKGL_DRAW_ARC_MAX_POINTS 64
/**
* @brief Paint an 8x8 grey checkerboard over a region, the way an image editor shows transparency.
*
* A diagnostic backdrop rather than a general primitive -- `charviewer` uses it
* so a sprite's transparent pixels are visible instead of blending into black.
*
* Until 0.5.0 this was the one function in the library outside the error
* protocol: it returned `void`, drew through the *global* `akgl_renderer`
* without checking it, and left the renderer's draw colour changed. It now
* takes a backend like every other entry point here and restores the colour it
* found, which is also what makes it testable without a world.
*
* @param self The backend to draw through. Required, along with its
* `sdl_renderer`.
* @param w Width of the region to cover, in pixels, starting at x = 0. Zero
* or negative paints nothing and is not reported.
* @param h Height of the region, starting at y = 0. Both round up to whole
* 8px cells, so a 12-pixel height paints 16.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self or `self->sdl_renderer` is `NULL`.
* @throws AKGL_ERR_SDL If the draw colour cannot be read or set, or a cell
* cannot be filled.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_background(akgl_RenderBackend *self, int w, int h);
/**
* @brief Plot a single pixel.
* @param self The backend to draw through. Required, along with its
* `sdl_renderer`.
* @param x Horizontal position in render-target pixels. Outside the target
* is clipped by SDL, not reported.
* @param y Vertical position.
* @param color Colour to plot in, including alpha. Blending follows the
* renderer's current blend mode, which this does not change.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self or `self->sdl_renderer` is `NULL`.
* @throws AKGL_ERR_SDL If the draw colour cannot be read or set, or if the plot
* itself fails. The message carries `SDL_GetError()`.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_point(akgl_RenderBackend *self, float32_t x, float32_t y, SDL_Color color);
/**
* @brief Draw a line between two points, endpoints included.
* @param self The backend to draw through. Required, along with its
* `sdl_renderer`.
* @param x1 Horizontal position of the first endpoint.
* @param y1 Vertical position of the first endpoint.
* @param x2 Horizontal position of the second endpoint.
* @param y2 Vertical position of the second endpoint. Coincident endpoints
* draw a single pixel rather than nothing.
* @param color Colour to draw in, including alpha.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self or `self->sdl_renderer` is `NULL`.
* @throws AKGL_ERR_SDL If the draw colour cannot be read or set, or if the line
* cannot be drawn.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_line(akgl_RenderBackend *self, float32_t x1, float32_t y1, float32_t x2, float32_t y2, SDL_Color color);
/**
* @brief Draw the outline of a rectangle.
* @param self The backend to draw through. Required, along with its
* `sdl_renderer`.
* @param rect The rectangle, in render-target pixels. Required. A zero or
* negative width or height draws nothing and is not reported.
* @param color Colour to draw in, including alpha.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self, `self->sdl_renderer`, or @p rect is
* `NULL`.
* @throws AKGL_ERR_SDL If the draw colour cannot be read or set, or if the
* outline cannot be drawn.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color);
/**
* @brief Fill a rectangle, outline included.
* @param self The backend to draw through. Required, along with its
* `sdl_renderer`.
* @param rect The rectangle, in render-target pixels. Required. A zero or
* negative width or height fills nothing and is not reported.
* @param color Colour to fill with, including alpha.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self, `self->sdl_renderer`, or @p rect is
* `NULL`.
* @throws AKGL_ERR_SDL If the draw colour cannot be read or set, or if the fill
* cannot be drawn.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_filled_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color);
/**
* @brief Draw the outline of a circle.
*
* SDL3 has no circle primitive, so this plots one with the midpoint circle
* algorithm -- integer arithmetic, eight-way symmetry, one pass per octant. A
* radius of zero draws the center pixel and nothing else.
*
* @param self The backend to draw through. Required, along with its
* `sdl_renderer`.
* @param x Horizontal position of the centre. Rounded to the nearest whole
* pixel -- the algorithm is integer-only.
* @param y Vertical position of the centre, rounded the same way.
* @param radius Radius in pixels, rounded to the nearest whole pixel. Must not
* be negative; 0 draws the centre pixel alone.
* @param color Colour to draw in, including alpha. The outline is one pixel
* wide and is not anti-aliased.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self or `self->sdl_renderer` is `NULL`.
* @throws AKERR_OUTOFBOUNDS If @p radius is negative. The message reports it.
* @throws AKGL_ERR_SDL If the draw colour cannot be read or set, or if any of
* the plotting passes fails. Failures inside the loop are recorded and
* reported once at the end rather than aborting mid-circle, so a partial
* arc may already be on the target.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_circle(akgl_RenderBackend *self, float32_t x, float32_t y, float32_t radius, SDL_Color color);
/**
* @brief Flood the connected region containing one pixel with a color.
*
* SDL3 has no flood fill either, and unlike the shape primitives it cannot be
* done on the GPU side: the region is defined by what is already on the screen.
* This reads the render target back, walks the region on the CPU with a
* bounded span stack, and blits the result over the area it touched.
*
* Filling a region that already holds @p color is a no-op rather than an error.
* A seed outside the render target reports AKERR_OUTOFBOUNDS.
*
* The region is four-connected -- it spreads up, down, left and right, not
* diagonally -- and its boundary is any pixel whose colour differs from the
* seed's, exactly. There is no tolerance, so an anti-aliased edge stops the fill
* at its first blended pixel and leaves a fringe.
*
* @param self The backend to draw through. Required, along with its
* `sdl_renderer`.
* @param x Horizontal position of the seed pixel, in render-target pixels.
* Must be inside the target.
* @param y Vertical position of the seed pixel.
* @param color Colour to fill with. Written over the region rather than blended,
* since the pixels going back are the ones just read out.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self or `self->sdl_renderer` is `NULL`.
* @throws AKERR_OUTOFBOUNDS If the seed is outside the render target -- the
* message reports both the seed and the target size -- or if the region
* needs more than #AKGL_DRAW_MAX_FLOOD_SPANS pending spans, in which
* case **it is left partially filled**.
* @throws AKGL_ERR_SDL If the render target cannot be read back, converted,
* uploaded, or blitted.
*
* @warning Not reentrant, and not safe from two threads: the span stack is a
* single file-scope array. Nothing that touches an `SDL_Renderer` is
* thread-safe either way.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_flood_fill(akgl_RenderBackend *self, int x, int y, SDL_Color color);
/**
* @brief Read a rectangle of the render target into a surface.
*
* The save half of SSHAPE/GSHAPE. When `*dest` is `NULL` the function allocates
* the surface and the caller owns it from then on -- release it with
* SDL_DestroySurface(). When `*dest` already points at a surface of exactly
* @p src's dimensions the pixels are copied into it instead, so a caller
* saving the same region repeatedly does not churn allocations.
*
* @param self The backend to read from. Required, along with its `sdl_renderer`.
* @param src Rectangle of the render target to read, in pixels. Required. It
* must fit *entirely* inside the target: SDL would otherwise clip
* the read and hand back a smaller surface than was asked for, which
* a caller pasting it back would not notice.
* @param dest Address of the destination surface. Required, and `*dest` must be
* initialized -- `NULL` to have one allocated (the caller then owns
* it and frees it with `SDL_DestroySurface`), or an existing surface
* of exactly @p src's dimensions to reuse.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self, `self->sdl_renderer`, @p src, or @p dest
* is `NULL`.
* @throws AKERR_OUTOFBOUNDS If @p src has no area, if it does not fit inside the
* render target, or if a supplied `*dest` is a different size from
* @p src. Each message reports both sets of dimensions.
* @throws AKGL_ERR_SDL If the target size cannot be queried, the pixels cannot
* be read, or the copy into a supplied `*dest` fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_copy_region(akgl_RenderBackend *self, SDL_Rect *src, SDL_Surface **dest);
/**
* @brief Draw a saved surface back onto the render target.
*
* The restore half of SSHAPE/GSHAPE, taking what akgl_draw_copy_region()
* produced. The surface is not consumed and may be pasted as many times as the
* caller likes.
*
* @param self The backend to draw through. Required, along with its
* `sdl_renderer`.
* @param src The surface to paste. Required. Drawn at its own size -- there is
* no scaling -- and *replacing* what is on the target rather than
* blending with it, which is GSHAPE's default behaviour and means a
* saved region's transparent pixels come back as transparent rather
* than letting the background show through.
* @param x Horizontal position of the paste's left edge.
* @param y Vertical position of its top edge. Parts falling outside the
* target are clipped by SDL, not reported.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self, `self->sdl_renderer`, or @p src is
* `NULL`.
* @throws AKGL_ERR_SDL If the surface cannot be uploaded as a texture, its blend
* mode cannot be set, or the draw fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_paste_region(akgl_RenderBackend *self, SDL_Surface *src, float32_t x, float32_t y);
/**
* @brief Fill a rectangle whose corners are rounded off with quarter circles.
*
* The body is three axis-aligned fills and the corners are triangle fans
* through `SDL_RenderGeometry` -- #AKGL_DRAW_ROUNDED_RECT_SEGMENTS triangles
* each -- so nothing here is anti-aliased, matching every other primitive in
* this header.
*
* @param self The backend to draw through. Required, along with its
* `sdl_renderer`.
* @param rect The rectangle, in render-target pixels. Required. A zero or
* negative width or height fills nothing and is not reported.
* @param radius Corner radius in pixels. Zero or negative falls through to
* akgl_draw_filled_rect() -- a square corner is not an error.
* Larger than half the shorter side is clamped to it, which at
* the limit turns a square into a circle rather than folding the
* corners over each other.
* @param color Colour to fill with, including alpha.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self, `self->sdl_renderer`, or @p rect is
* `NULL`.
* @throws AKGL_ERR_SDL If the draw colour cannot be read or set, or if a band
* or corner cannot be drawn. A failure partway leaves the shape
* partially drawn.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_filled_rounded_rect(akgl_RenderBackend *self, SDL_FRect *rect, float32_t radius, SDL_Color color);
/**
* @brief Stroke a circular arc of a given thickness between two angles.
*
* Angles are in degrees, 0 pointing along +x (three o'clock) and increasing
* clockwise on screen -- the same convention as the rotation argument the
* render backend's `draw_texture` takes. The stroke runs from the arc's outer
* edge at @p radius inward by @p thickness, drawn as one triangle strip, not
* anti-aliased.
*
* @param self The backend to draw through. Required, along with its
* `sdl_renderer`.
* @param x Horizontal position of the arc's centre.
* @param y Vertical position of the arc's centre.
* @param radius Outer radius in pixels. Must be positive.
* @param start_deg Angle the arc starts at.
* @param end_deg Angle the arc ends at. At or below @p start_deg nothing is
* drawn and nothing is reported, matching the zero-area
* rectangle fills above. Neither angle is normalized, so an
* arc crossing three o'clock is 350 to 370, not 350 to 10; a
* sweep beyond 360 degrees is clamped to one full turn.
* @param thickness Stroke width in pixels, measured inward from @p radius.
* Must be positive; at or above @p radius the arc becomes a
* filled wedge to the centre.
* @param color Colour to stroke in, including alpha.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self or `self->sdl_renderer` is `NULL`.
* @throws AKERR_OUTOFBOUNDS If @p radius or @p thickness is not positive. The
* message reports the offending value.
* @throws AKGL_ERR_SDL If the strip cannot be drawn.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_arc(akgl_RenderBackend *self, float32_t x, float32_t y, float32_t radius, float32_t start_deg, float32_t end_deg, float32_t thickness, SDL_Color color);
/**
* @brief Restrict every subsequent draw to a rectangle of the render target.
*
* Everything drawn through @p self after this -- primitives here, textures,
* text -- is clipped to @p rect until the restriction is cleared. This is the
* only entry point in this header where a `NULL` rectangle is legal rather
* than an error: it means "clear the restriction", matching what
* `SDL_SetRenderClipRect` does with it, and there is no other value that
* could.
*
* The clip is renderer state, not saved and restored around anything: a
* caller that sets it owns putting it back, the way a `CLEANUP` block puts
* back a draw colour. Leaving it set clips the next frame's world too.
*
* @param self The backend to clip. Required, along with its `sdl_renderer`.
* @param rect Rectangle to clip to, in render-target pixels -- integer, since
* a clip boundary is a pixel boundary. `NULL` clears the clip.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p self or `self->sdl_renderer` is `NULL`.
* @throws AKGL_ERR_SDL If the clip cannot be set or cleared.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_set_clip(akgl_RenderBackend *self, SDL_Rect *rect);
#endif //_AKGL_DRAW_H_