func (renderer *Renderer) SetDrawColor(r, g, b, a uint8) int { _r := C.Uint8(r) _g := C.Uint8(g) _b := C.Uint8(b) _a := C.Uint8(a) return int(C.SDL_SetRenderDrawColor(renderer.cptr(), _r, _g, _b, _a)) }
func (r *Renderer) SetDrawColor(c Color) { GlobalMutex.Lock() defer GlobalMutex.Unlock() C.SDL_SetRenderDrawColor(r.cRenderer, C.Uint8(c.R), C.Uint8(c.G), C.Uint8(c.B), C.Uint8(c.Alpha)) }
func (r *Renderer) SetDrawColor(red, g, b, a uint8) error { if C.SDL_SetRenderDrawColor(r.c, C.Uint8(red), C.Uint8(g), C.Uint8(b), C.Uint8(a)) != 0 { return getError() } return nil }
func (renderer *Renderer) SetDrawColor(r, g, b, a uint8) int { _renderer := (*C.SDL_Renderer)(unsafe.Pointer(renderer)) _r := (C.Uint8)(r) _g := (C.Uint8)(g) _b := (C.Uint8)(b) _a := (C.Uint8)(a) return (int)(C.SDL_SetRenderDrawColor(_renderer, _r, _g, _b, _a)) }
func FillRect(x, y, w, h int, c Color) { var rect C.SDL_Rect rect.x = C.int(x) rect.y = C.int(y) rect.w = C.int(w) rect.h = C.int(h) C.SDL_SetRenderDrawColor(renderer, C.Uint8(c.Red), C.Uint8(c.Green), C.Uint8(c.Blue), C.Uint8(c.Alpha)) C.SDL_RenderFillRect(renderer, &rect) }
// Custom variant of SetDrawColor func (renderer *Renderer) SetDrawColorArray(bs ...uint8) error { _bs := []C.Uint8{0, 0, 0, 255} for i := 0; i < len(_bs) && i < len(bs); i++ { _bs[i] = C.Uint8(bs[i]) } _ret := C.SDL_SetRenderDrawColor(renderer.cptr(), _bs[0], _bs[1], _bs[2], _bs[3]) if _ret < 0 { return GetError() } return nil }
// Renderer (https://wiki.libsdl.org/SDL_SetRenderDrawColor) func (renderer *Renderer) SetDrawColor(r, g, b, a uint8) error { _r := C.Uint8(r) _g := C.Uint8(g) _b := C.Uint8(b) _a := C.Uint8(a) _ret := C.SDL_SetRenderDrawColor(renderer.cptr(), _r, _g, _b, _a) if _ret < 0 { return GetError() } return nil }
// SetColor sets the color used for drawing operations (DrawPoints, DrawLines, DrawRects, FillRects, and Clear). func (c Canvas) SetColor(col color.Color) { r, g, b, a := col.RGBA() f := 255.0 / 0xFFFF r8 := C.Uint8(float64(r) * f) g8 := C.Uint8(float64(g) * f) b8 := C.Uint8(float64(b) * f) a8 := C.Uint8(float64(a) * f) if C.SDL_SetRenderDrawColor(c.win.rend, r8, g8, b8, a8) < 0 { panic(sdlError()) } }
func SetRenderDrawColor(_renderer *Renderer, _r uint8, _g uint8, _b uint8, _a uint8) { C.SDL_SetRenderDrawColor(_renderer.Get(), C.Uint8(_r), C.Uint8(_g), C.Uint8(_b), C.Uint8(_a)) }
func (r *Renderer) SetDrawColor(c Color) { C.SDL_SetRenderDrawColor(r.cRenderer, C.Uint8(c.R), C.Uint8(c.G), C.Uint8(c.B), C.Uint8(c.A)) }
func SetColor(c Color) { C.SDL_SetRenderDrawColor(renderer, C.Uint8(c.R), C.Uint8(c.G), C.Uint8(c.B), C.Uint8(255)) }