def draw_circles(context, width, height): # Reset the visible area with a black color. context.clear(0) # Split the visible area wthird = width // 3 - 1 lw = 3 sdlgfx.thickLineColor(context.renderer, wthird, 0, wthird, height, lw, 0xFFFFFFFF) sdlgfx.thickLineColor(context.renderer, (2 * wthird + lw), 0, (2 * wthird + lw), height, lw, 0xFFFFFFFF) for x in range(15): # In the first part, draw circles color = randint(0, 0xFFFFFFFF) x, y = randint(0, wthird), randint(0, height) r = randint(1, max(min(x, wthird - x), 2)) sdlgfx.circleColor(context.renderer, x, y, r, color) # In the second part, draw aa circles color = randint(0, 0xFFFFFFFF) x, y = randint(0, wthird), randint(0, height) r = randint(1, max(min(x, wthird - x), 2)) sdlgfx.aacircleColor(context.renderer, x + wthird + lw, y, r, color) # In the third part, draw filled circles color = randint(0, 0xFFFFFFFF) x, y = randint(0, wthird), randint(0, height) r = randint(1, max(min(x, wthird - x), 2)) sdlgfx.filledCircleColor(context.renderer, x + 2 * (wthird + lw), y, r, color)
def draw_ellipsis(context, width, height): # Reset the visible area with a black color. context.clear(0) # Split the visible area wthird = width // 3 - 1 eheight = height // 4 lw = 3 sdlgfx.thickLineColor(context.renderer, wthird, 0, wthird, height, lw, 0xFFFFFFFF) sdlgfx.thickLineColor(context.renderer, (2 * wthird + lw), 0, (2 * wthird + lw), height, lw, 0xFFFFFFFF) for x in range(15): # In the first part, draw ellipsis color = randint(0, 0xFFFFFFFF) x, y = randint(0, wthird), randint(0, height) rx, ry = randint(1, max(min(x, wthird - x), 2)), randint(0, eheight) sdlgfx.ellipseColor(context.renderer, x, y, rx, ry, color) # In the second part, draw aa ellipsis color = randint(0, 0xFFFFFFFF) x, y = randint(0, wthird), randint(0, height) rx, ry = randint(1, max(min(x, wthird - x), 2)), randint(0, eheight) sdlgfx.aaellipseColor(context.renderer, x + wthird + lw, y, rx, ry, color) # In the third part, draw filled ellipsis color = randint(0, 0xFFFFFFFF) x, y = randint(0, wthird), randint(0, height) rx, ry = randint(1, max(min(x, wthird - x), 2)), randint(0, eheight) sdlgfx.filledEllipseColor(context.renderer, x + 2 * (wthird + lw), y, rx, ry, color)
def draw_lines(context, width, height): # Reset the visible area with a black color. context.clear(0) # Split the visible area whalf = width // 2 - 2 hhalf = height // 2 - 2 lw = 5 x0, x1 = whalf, whalf y0, y1 = 0, height sdlgfx.thickLineColor(context.renderer, x0, y0, x1, y1, lw, 0xFFFFFFFF) x0, x1 = 0, width y0, y1 = hhalf, hhalf sdlgfx.thickLineColor(context.renderer, x0, y0, x1, y1, lw, 0xFFFFFFFF) for x in range(15): # In the first quadrant, draw normal lines color = randint(0, 0xFFFFFFFF) x0, x1 = randint(0, whalf), randint(0, whalf) y0, y1 = randint(0, hhalf), randint(0, hhalf) sdlgfx.lineColor(context.renderer, x0, y0, x1, y1, color) # In the second quadrant, draw aa lines color = randint(0, 0xFFFFFFFF) x0, x1 = randint(whalf + lw, width), randint(whalf + lw, width) y0, y1 = randint(0, hhalf), randint(0, hhalf) sdlgfx.aalineColor(context.renderer, x0, y0, x1, y1, color) # In the third quadrant, draw horizontal lines color = randint(0, 0xFFFFFFFF) x0, x1 = randint(0, whalf), randint(0, whalf) y0 = randint(hhalf + lw, height) sdlgfx.hlineColor(context.renderer, x0, x1, y0, color) # In the fourth quadrant, draw vertical lines color = randint(0, 0xFFFFFFFF) x0 = randint(whalf + lw, width) y0, y1 = randint(hhalf + lw, height), randint(hhalf + lw, height) sdlgfx.vlineColor(context.renderer, x0, y0, y1, color)
def draw_trigons(context, width, height): # Reset the visible area with a black color. context.clear(0) # Split the visible area wthird = width // 3 - 1 lw = 3 sdlgfx.thickLineColor(context.renderer, wthird, 0, wthird, height, lw, 0xFFFFFFFF) sdlgfx.thickLineColor(context.renderer, (2 * wthird + lw), 0, (2 * wthird + lw), height, lw, 0xFFFFFFFF) for x in range(15): # In the first part, draw triangles color = randint(0, 0xFFFFFFFF) x0, y0 = randint(0, wthird), randint(0, height) x1, y1 = randint(0, wthird), randint(0, height) x2, y2 = randint(0, wthird), randint(0, height) sdlgfx.trigonColor(context.renderer, x0, y0, x1, y1, x2, y2, color) # In the second part, draw aa triangles color = randint(0, 0xFFFFFFFF) x0, y0 = randint(0, wthird) + wthird + lw, randint(0, height) x1, y1 = randint(0, wthird) + wthird + lw, randint(0, height) x2, y2 = randint(0, wthird) + wthird + lw, randint(0, height) sdlgfx.aatrigonColor(context.renderer, x0, y0, x1, y1, x2, y2, color) # In the third part, draw filled triangles color = randint(0, 0xFFFFFFFF) x0, y0 = randint(0, wthird) + 2 * (wthird + lw), randint(0, height) x1, y1 = randint(0, wthird) + 2 * (wthird + lw), randint(0, height) x2, y2 = randint(0, wthird) + 2 * (wthird + lw), randint(0, height) sdlgfx.filledTrigonColor(context.renderer, x0, y0, x1, y1, x2, y2, color)
def draw_mixed(context, width, height): # Reset the visible area with a black color. context.clear(0) # Split the visible area whalf = width // 2 - 2 hhalf = height // 2 - 2 lw = 5 x0, x1 = whalf, whalf y0, y1 = 0, height sdlgfx.thickLineColor(context.renderer, x0, y0, x1, y1, lw, 0xFFFFFFFF) x0, x1 = 0, width y0, y1 = hhalf, hhalf sdlgfx.thickLineColor(context.renderer, x0, y0, x1, y1, lw, 0xFFFFFFFF) for x in range(15): # In the first quadrant, draw arcs color = randint(0, 0xFFFFFFFF) x0, y0 = randint(0, whalf), randint(0, hhalf) rad = randint(0, min(whalf - x0, hhalf - y0)) start, end = randint(0, 360), randint(0, 360) sdlgfx.arcColor(context.renderer, x0, y0, rad, start, end, color) # In the second quadrant, draw bezier curves color = randint(0, 0xFFFFFFFF) ptcount = randint(3, 10) xlist, ylist = (Sint16 * ptcount)(), (Sint16 * ptcount)() for k in range(ptcount): xlist[k] = randint(whalf, width) ylist[k] = randint(0, hhalf) steps = randint(2, 10) xptr = ctypes.cast(xlist, ctypes.POINTER(Sint16)) yptr = ctypes.cast(ylist, ctypes.POINTER(Sint16)) sdlgfx.bezierColor(context.renderer, xptr, yptr, ptcount, steps, color) # In the third quadrant, draw pies color = randint(0, 0xFFFFFFFF) x0, y0 = randint(0, whalf), randint(hhalf + lw, height) rad = randint(0, min(whalf - x0, y0 - (hhalf + lw))) start, end = randint(0, 360), randint(0, 360) sdlgfx.pieColor(context.renderer, x0, y0, rad, start, end, color) # In the fourth quadrant, draw filled pies color = randint(0, 0xFFFFFFFF) x0, y0 = randint(whalf + lw, width), randint(hhalf + lw, height) rad = randint(0, min(x0 - (whalf + lw), y0 - (hhalf + lw))) start, end = randint(0, 360), randint(0, 360) sdlgfx.filledPieColor(context.renderer, x0, y0, rad, start, end, color)
def draw_polygons(context, width, height): # Reset the visible area with a black color. context.clear(0) # Split the visible area wthird = width // 3 - 1 lw = 3 sdlgfx.thickLineColor(context.renderer, wthird, 0, wthird, height, lw, 0xFFFFFFFF) sdlgfx.thickLineColor(context.renderer, (2 * wthird + lw), 0, (2 * wthird + lw), height, lw, 0xFFFFFFFF) for x in range(5): # In the first part, draw polygons color = randint(0, 0xFFFFFFFF) ptcount = randint(3, 10) xlist, ylist = (Sint16 * ptcount)(), (Sint16 * ptcount)() for k in range(ptcount): xlist[k] = randint(0, wthird) ylist[k] = randint(0, height) xptr = ctypes.cast(xlist, ctypes.POINTER(Sint16)) yptr = ctypes.cast(ylist, ctypes.POINTER(Sint16)) sdlgfx.polygonColor(context.renderer, xptr, yptr, ptcount, color) # In the second part, draw aa polygons color = randint(0, 0xFFFFFFFF) ptcount = randint(3, 10) xlist, ylist = (Sint16 * ptcount)(), (Sint16 * ptcount)() for k in range(ptcount): xlist[k] = randint(0, wthird) + wthird + lw ylist[k] = randint(0, height) xptr = ctypes.cast(xlist, ctypes.POINTER(Sint16)) yptr = ctypes.cast(ylist, ctypes.POINTER(Sint16)) sdlgfx.aapolygonColor(context.renderer, xptr, yptr, ptcount, color) # In the third part, draw filled polygons color = randint(0, 0xFFFFFFFF) ptcount = randint(3, 10) xlist, ylist = (Sint16 * ptcount)(), (Sint16 * ptcount)() for k in range(ptcount): xlist[k] = randint(0, wthird) + 2 * (wthird + lw) ylist[k] = randint(0, height) xptr = ctypes.cast(xlist, ctypes.POINTER(Sint16)) yptr = ctypes.cast(ylist, ctypes.POINTER(Sint16)) sdlgfx.filledPolygonColor(context.renderer, xptr, yptr, ptcount, color)
def draw_rects(context, width, height): # Reset the visible area with a black color. context.clear(0) # Split the visible area whalf = width // 2 - 2 hhalf = height // 2 - 2 lw = 5 x0, x1 = whalf, whalf y0, y1 = 0, height sdlgfx.thickLineColor(context.renderer, x0, y0, x1, y1, lw, 0xFFFFFFFF) x0, x1 = 0, width y0, y1 = hhalf, hhalf sdlgfx.thickLineColor(context.renderer, x0, y0, x1, y1, lw, 0xFFFFFFFF) for x in range(15): # In the first quadrant, draw normal rectangles color = randint(0, 0xFFFFFFFF) x0, x1 = randint(0, whalf), randint(0, whalf) y0, y1 = randint(0, hhalf), randint(0, hhalf) sdlgfx.rectangleColor(context.renderer, x0, y0, x1, y1, color) # In the second quadrant, draw rounded rectangles color = randint(0, 0xFFFFFFFF) x0, x1 = randint(whalf + lw, width), randint(whalf + lw, width) y0, y1 = randint(0, hhalf), randint(0, hhalf) r = randint(0, max(x1 - x0, x0 - x1)) sdlgfx.roundedRectangleColor(context.renderer, x0, y0, x1, y1, r, color) # In the third quadrant, draw horizontal lines color = randint(0, 0xFFFFFFFF) x0, x1 = randint(0, whalf), randint(0, whalf) y0, y1 = randint(hhalf + lw, height), randint(hhalf + lw, height) sdlgfx.boxColor(context.renderer, x0, y0, x1, y1, color) # In the fourth quadrant, draw vertical lines color = randint(0, 0xFFFFFFFF) x0, x1 = randint(whalf + lw, width), randint(whalf + lw, width) y0, y1 = randint(hhalf + lw, height), randint(hhalf + lw, height) r = randint(1, max(x1 - x0, x0 - x1)) sdlgfx.roundedBoxColor(context.renderer, x0, y0, x1, y1, r, color)