// Renderer (https://wiki.libsdl.org/SDL_RenderDrawLines) func (renderer *Renderer) DrawLines(points []Point) error { _ret := C.SDL_RenderDrawLines(renderer.cptr(), points[0].cptr(), C.int(len(points))) if _ret < 0 { return GetError() } return nil }
func (r *Renderer) DrawLines(points []Point) bool { pptr := unsafe.Pointer(&points[0]) n := len(points) ret := C.SDL_RenderDrawLines(r.cRenderer, (*C.SDL_Point)(pptr), C.int(n)) return int(ret) == 0 }
func (renderer *Renderer) DrawLines(points *[]Point, count int) int { _renderer := (*C.SDL_Renderer)(unsafe.Pointer(renderer)) _points := (*C.SDL_Point)(unsafe.Pointer(&(*points)[0])) _count := (C.int)(count) return (int)(C.SDL_RenderDrawLines(_renderer, _points, _count)) }
func (renderer *Renderer) DrawLines(points []Point) int { _renderer := (*C.SDL_Renderer)(unsafe.Pointer(renderer)) _points := (*C.SDL_Point)(unsafe.Pointer(&points[0])) _count := (C.int)(len(points)) return (int)(C.SDL_RenderDrawLines(_renderer, _points, _count)) }
func (renderer *Renderer) DrawLines(points []Point) int { return int(C.SDL_RenderDrawLines(renderer.cptr(), points[0].cptr(), C.int(len(points)))) }
// DrawLines draws a series of connected lines on the canvas. func (c Canvas) DrawLines(points ...image.Point) { if C.SDL_RenderDrawLines(c.win.rend, sdlPoints(points), C.int(len(points))) < 0 { panic(sdlError()) } }