func DrawLine(_red, _green, _blue, _alpha uint8, _x1, _y1, _x2, _y2 int) { sdl.SetRenderDrawColor(g_game.renderer, _red, _green, _blue, _alpha) sdl.SetRenderDrawBlendMode(g_game.renderer, sdl.BLENDMODE_BLEND) sdl.RenderDrawLine(g_game.renderer, _x1, _y1, _x2, _y2) sdl.SetRenderDrawBlendMode(g_game.renderer, sdl.BLENDMODE_NONE) sdl.SetRenderDrawColor(g_game.renderer, 0, 0, 0, 255) }
func (e *PU_Engine) DrawFillRect(_rect *PU_Rect, _color *sdl.Color, _alpha uint8) { sdl.SetRenderDrawColor(e.renderer, _color.R, _color.G, _color.B, _alpha) sdl.SetRenderDrawBlendMode(e.renderer, sdl.BLENDMODE_BLEND) sdl.RenderFillRect(e.renderer, *_rect.ToSDL()) sdl.SetRenderDrawBlendMode(e.renderer, sdl.BLENDMODE_NONE) sdl.SetRenderDrawColor(e.renderer, 0, 0, 0, 255) }
func DrawRect(_rect *Rect, _red, _green, _blue, _alpha uint8) { sdl.SetRenderDrawColor(g_game.renderer, _red, _green, _blue, _alpha) sdl.SetRenderDrawBlendMode(g_game.renderer, sdl.BLENDMODE_BLEND) sdl.RenderDrawRect(g_game.renderer, *_rect.toSDL()) sdl.SetRenderDrawBlendMode(g_game.renderer, sdl.BLENDMODE_NONE) sdl.SetRenderDrawColor(g_game.renderer, 0, 0, 0, 255) }