func (s *Surface) FillRect(r *Rect, c uint32) error { if C.SDL_FillRect(s.c(), r.c(), C.Uint32(c)) != 0 { return getError() } return nil }
func (s *Surface) FillRect(rect image.Rectangle, color color.Color) { mutex.Lock() defer mutex.Unlock() sdlRect := convertRect(rect) C.SDL_FillRect(s.ptr, &sdlRect, C.Uint32(s.MapColor(color))) }
// This function performs a fast fill of the given rectangle with some color. func (dst *Surface) FillRect(dstrect *Rect, color uint32) int { var ret = C.SDL_FillRect( dst.cSurface, (*C.SDL_Rect)(cast(dstrect)), C.Uint32(color)) return int(ret) }
func (s *Surface) FillRect(r *Rect, c color.Color) error { cr := sdlRect(r) if cr != nil { defer C.free(unsafe.Pointer(cr)) } if C.SDL_FillRect(s.surf, cr, s.sdlpix(c)) != 0 { return sdlerr() } return nil }
// This function performs a fast fill of the given rectangle with some color. func (dst *Surface) FillRect(dstrect *Rect, color uint32) int { dst.mutex.Lock() var ret = C.SDL_FillRect( dst.cSurface, (*C.SDL_Rect)(cast(dstrect)), C.Uint32(color)) dst.mutex.Unlock() return int(ret) }
func (surface *Surface) FillRect(rect *Rect, color uint32) int { return int(C.SDL_FillRect(surface.cptr(), rect.cptr(), C.Uint32(color))) }
func (surface *Surface) FillRect(rect *Rect, color uint32) int { _surface := (*C.SDL_Surface)(unsafe.Pointer(surface)) _rect := (*C.SDL_Rect)(unsafe.Pointer(rect)) _color := (C.Uint32)(color) return (int)(C.SDL_FillRect(_surface, _rect, _color)) }
func (s *Surface) Clear(color color.Color) { mutex.Lock() defer mutex.Unlock() C.SDL_FillRect(s.ptr, nil, C.Uint32(s.MapColor(color))) }
// Surface (https://wiki.libsdl.org/SDL_FillRect) func (surface *Surface) FillRect(rect *Rect, color uint32) error { if C.SDL_FillRect(surface.cptr(), rect.cptr(), C.Uint32(color)) != 0 { return GetError() } return nil }
// This function performs a fast fill of the given rectangle with 'color' // The given rectangle is clipped to the destination surface clip area // and the final fill rectangle is saved in the passed in pointer. // If 'dstrect' is NULL, the whole surface will be filled with 'color' // The color should be a pixel of the format used by the surface, and // can be generated by the SDL_MapRGB() function. // This function returns 0 on success, or -1 on error. func fillRect(dst *C.SDL_Surface, dstrect *C.SDL_Rect, color uint32) int { return int(C.SDL_FillRect(dst, dstrect, C.Uint32(color))) }